folklore, legends, adventures
* Make contact with dissident groups in a foreign country * Oversee or participate in the reconstruction of the gates,
where they are politically disenfranchised and prohibited from walls, and towers of a formerly subject or abandoned city-state
organizing (e.g., men in a Gynarchy, priests in a secular Mago- that has just been reoccupied or achieved its independence.
cracy). Such a mission could be for purposes of establishing a * Gather intelligence and produce maps pertaining to the
fifth column or intelligence-gathering cells. strengths and weaknesses of a particular city-state’s defense
* Instigate an international incident between two opposing works. A follow-on to this mission could involve serving as a
regimes (e.g., razing a village in a disputed area and slaughter- lead element in an attack upon the community in question.
ing its inhabitants, robbing merchants of one nation while * Organize all aspects of a major festival for a town or other
disguised as soldiers of another, committing piracy on the high community, including raising funding and arranging activities
seas). This could be done on behalf of another government, an like parades, games, ceremonies, and the like.
unknown third party, or simply in the interests of fomenting * Take charge of razing an illegally constructed thorp or hamlet
chaos and anarchy. and driving off the squatters dwelling there. Possible complica-
tions could include the secret presence of organized criminals
Communities or monsters in the encampment.
* Establish a fort in an unsurveyed wilderness area in order to * The sheriff of the town approaches the party with an offer.
prevent or discourage raiding from the inhabitants of the wild They will receive great (monetary) riches if they can eliminate
lands beyond. a group of bandits led by a wily archer, burly warrior, fat priest,
* Redesign one or more quarters/sections of a city with a and loquacious bard. Upon encountering the archer, the party
particular goal in mind (e.g., honoring a ruler or deity, making will be enticed to join his band of merry men and attempt to
it difficult for mobs to riot within the area, etc.).
Nation Builder 101
Gary Gygax’s Nation Builder Religion
* Establish a new temple in an area where your religion has
restore the rightful king, who is held captive by the sheriff’s previously not had any influence.
boss, a no-good prince. * Fortify an existing temple in a wilderness area that has
recently become destabilized or dangerous.
Society * Convert all of the people/humanoids in a particular area to
* Regain control of a mutinous military force, by whatever your religion.
means necessary. Tools at the party’s disposal might * Investigate rumors that a shrine to forbidden deities has been
include—or preclude—force, threats, bribery, or appeals to re-established and, if true, take any steps possible to suppress
honor, past glory, or future rewards. Complications could or destroy it again.
include legitimate grievances on the part of the troops or pow- * In response to direct orders from a deity or its agents, purge
erful ringleaders with personal agendas. all secular leaders from a particular religious organization, in
* Organize the able-bodied folk of a particular region into keeping with the tenets of your moral and ethical code.
a defense force or militia, possibly in preparation for a threat-
ened invasion or conflict.
* Raise a military unit of a specific type and oversee its posting
to a military base or other area for duty.
* Care for an ailing nobleman and oversee his affairs while * The local priest of Dionysius hires the party to put an end to
keeping his condition a secret. the ceaseless slandering of Rue Relligan, a repressed priest of
Zeus who is, coincidentally, the uncle of the monarch. Rumor
Economy has it that Rue Relligan frequently visits brothels incognito,
* Escort an enterprising merchant seeking to negotiate trade and any unfortunate evidence of such activity would provide
rights to fine wines that are produced only in a specific region great fodder for blackmail.
of a single nation. * Even a broken clock is right twice a day. While the Player
* Establish on behalf of a guild, nation, or major merchant Characters are visiting a remote town, an Inquisitor Captain
house a trading post in an area previously unexploited by the arrives with a train of prisoners to be placed in the town’s
people dwelling within it. basilica. This inquisitor has a reputation of being a bombastic
* Distribute debased counterfeit currency into a particular bigot, with an extremely closed mind (even for an inquisitor),
nation’s economy in order to destroy confidence in its actual who rose to his position through political means. His latest
legal tender. batch of prisoners, on their way to his monastery to be put
* Drive a herd of cattle, horses, or other beasts from one to the question, include the usual lot of midwives, nature
location to another, possibly to provide food or remounts for a priests, and magicians who have done apparently nothing
military unit, or perhaps just to turn a quick profit (assuming wrong. During the night, however, one of his prisoners, a secret
hazards are overcome or bypassed, of course). diabolist, murders the inquisitor by magical means. The church
* Harvest the valuable hides or pelts of a dangerous creature asks for the Player Characters help in investigating the crime,
to sell for profit. since the issue has become too politically charged for them to
* At the behest of a spellcasters’ guild willing to pay do it in-house.
premium prices, harvest a specific quantity of cockatrice
quills, basilisk eyeballs, or some other exotic and dangerous- The party is presented with a locked door murder mystery
to-obtain alchemical material or spell component. (A party and an entire dungeon full of suspects. Can they ferret out the
could develop an entire career around adventures of this sort.) real culprit before the Inquisition’s agents arrive and declare all
* The local merchant’s guild has a dilemma. An unnaturally the prisoners culpable? Or worse, before the diabolist’s allies
tall man (a giant of your choice with highly refined tastes) has show up to help him—or her—escape?
been plundering trade caravans. He beats the merchants sense- * Contact with the subterranean dwarf kingdom, while never a
less, eats their horses, drinks their finest wines, steals their constant stream of news and trade, has almost entirely fallen
softest silks, and snorts their sharpest pepper. These outrages off in the past few months. No one makes much of this until
and completely inexplicable behavior must come to an end! A a battered and battle-weary dwarf shows up where the Player
sack of gold and the key to the town are offered in return for Characters are staying, looking for some outside agent to serve
solving this problem. as peace envoys. 2108.41
It turns out that the dwarves have been embroiled in a holy
war. It began when upstart Terratist priests started traveling
the tunnels, exhorting the dwarves to cast off the yoke of
their traditional gods and telling them that they needed no
gods but themselves. This heresy was simply too much for the
traditionalists and most of the clan leaders and the Terratists
were hunted and driven into hiding. There they grew in power,
Nation builder 102
however, and eventually won a few key and powerful clan folklore, legends, adventures
leaders to their side.
* Locate a magical “dead zone” on behalf of your nation.
As the situation stands now, both sides are too evenly Possible reasons for this could include the hope that it might be
matched to see any end to the violence. A small faction of used as a prison for dissident spellcasters, as a repository for
would-be peacemakers hit upon the idea of bringing in outside one or more dangerous artifacts, or as a scrying-free area for
negotiators to try to settle the matter. The trick, of course, is to the pursuit of various secret activities.
get anyone to even listen to them. * The Grand Vizier has offered a reward to anyone who brings
* A popular clergyman, responsible for many reforms and him the head—or other proof of demise—of the fiendish croc-
great works, has been causing no end of trouble for the nation’s odile that has been terrorizing the community from the sewers
monarch. In a fit of pique, he mentions how nice it would of the nation’s capital. If successful in this trivial task, the
be if someone simply cut off the priest’s head. Hearing their party is then temporarily drafted into the Grand Vizier’s special
sovereign’s words, a small band of bravos has set off to do just counter-magic squad and given the mission of rescuing the
that. But the king was merely kidding, and only after they have Pharaoh’s oldest son (the heir) from the clutches of a Serpent-
left does His Majesty discover what the men intend to do. worshipping desert king that lives in the rugged hills south of
the border.
Knowing that this would be disastrous to his kingdom and * The reconstituted Crimson Horde, led by Delthrax the Crim-
his reign, and that it could very well spark a civil war, he son Death, a sorcerous orcish lich-kahn of unbelievable power,
employs the Player Characters to catch and stop the men threatens the eastern borders of the Arumwood, a great elven
before they can carry out their quest. What’s even more impor- kingdom. Powerful divinations and abjurations prevent the
tant, however, is that no one must ever find out that the elves of the Arumwood from infiltrating the Horde and learn-
would-be assassins were acting on the king’s words. ing their plans. The elves offer a great artifact in return for
* A young man who is desperate to get back to his home detailed information about Delthrax’s capabilities and battle
country contacts the party. It seems he was taken by slavers plans.
and dragged out into the great wide world, and he has no idea * The balance of power is threatened by the adjacent nation’s
how to get back. What’s worse, he says, is that if he doesn’t get continued magical research, and spies report that invokers
back in time for the solstice, his people are doomed! of the bordering rival have created a weapon of incredible
destructive potential. The party must destroy—or, even better,
The young man is the Perfect Victim, the sacrifice meant to steal—this weapon, which looks like a long metal tube
ensure prosperity for his whole nation. He has been chosen and attached to a square wooden box.
truly wants to give up his life so that his people can survive.
Whether there is any validity to the sacrifice practice is entirely Technological Level
up the GM you: it could be true, or then again, it could be a * Retrieve a technical document, possibly of ancient origin,
hold-over from darker times. Whatever the truth, he believes that describes how to manufacture a specific type of weapon
he must die. (e.g., heavy repeating crossbow, steam-driven capapult).
* Arm a unit of troops with a particular type of weapon, pos-
This can be an interesting challenge for the Player Charac- sibly to include raising or otherwise acquiring funds, purchas-
ters. Do they help him get home, knowing he will die? Or can ing or manufacturing the arms, and training the troops in their
they try to change an entire culture and possibly defy a deity? usage.
* During a battle, a Player Character Holy Knight accidentally * Destroy a site being used to manufacture a type of particu-
injures (or possibly kills) an innocent. His deity strips him of larly deadly or unsavory weapon (e.g., crossbows, poison gas
his status until such time as he has atoned. In order to atone, grenades).
he must receive a holy quest from a higher-ranked member of * Serve as part of a police force dedicated to excising techno-
his order or religion. logical items—specific ones or any over a certain level of
development—from all or certain segments of a society. For
Unfortunately, the head of his order, the high priest of the example, a peasant class might be allowed access only to arma-
local archdiocese, and a blessed hermit all come to him within ments of a simple sort or a lower level of technology.
hours of each other, each giving him a quest. The problem is
that the quests are all contradictory and mutually exclusive to
each other. Completing any of them will render it impossible
to perform the others.
Which does he choose? Are they all right? Are they all
wrong? Is there something sinister going on within the temple?
Magic Level * Lead a trade expedition to a technological backwater and
* Create a previously unknown form of an existing spell on trade high-technology weapons to its Stone Age inhabitants
behalf of your government so that it can be used to augment (e.g., light crossbows for uncut diamonds). Repercussions
some of its troops, either for general advantage or with some might include tribal rivalries being raised to the level of geno-
special mission in mind. cide and enforced slavery.
Nation Builder 103
Gary Gygax’s Nation Builder cal loom that can be used to weave at three times the rate of a
Human craftsman that is owned by a specific city-state).
* Lead or serve as a member of a squad dedicated to tracking * Investigate the veracity of worrisome rumors, which may
down and destroying rogue automatons (e.g., golems) that or may not actually be true, that automatons in the guise of
haunt the ruins of a once-technologically-advanced city state. people—simulacra or doppelgangers—have infiltrated a popu-
* Create an automaton capable of performing a specific task lation.
under hazardous conditions and then direct it in the undertak-
ing of that task (e.g., constructing something in an airless,
underwater, or otherwise hostile environment).
* Steal a technological process from a nation, business, or
other entity that has exclusive control over it (e.g., a mechani-
Nation builder 104
appendices
aPPENDIX A: PRESTIGE CLASSES
While characters of any classes can take part in adventures Requirements
suggested by the contents of this book, members of certain To qualify as a Diplomat, a character must fulfill the following
prestige classes are especially suited for the activities associ- minimum criteria.
ated with “nation building.” Following are descriptions of a Alignment: Any non-chaotic.
number of such classes—among them the Diplomat, High Skills: Diplomacy 7 ranks, Knowledge (Local) 5 ranks in
Priest, Mercenary Commander, Missionary, and Watchman— an area salient to the prospective Diplomat’s probable mission,
which can be used both by gamemasters for their nonplayer Speak Language (at least two if human and three if non-
characters and by players who wish to create characters with human).
specific sorts of special abilities.
A number of new skills and feats are cited in this section, Class Skills
and they are fully described in the appendix devoted to those
subjects. A Diplomat’s class skills (and the key ability for each skill) are
Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Forgery
(Int), Gather Information (Cha), Intimidate (Cha), Knowledge
(Diplomacy)* (Int), Knowledge (Local) (Int), Sense Motive
DIPLOMAT (Wis), Speak Language (None).
Diplomats are characters knowledgeable about how nations Class Features
work and the factors that influence how they interact with
each other, and skilled at negotiating such things as peace All of the following are class features of the Diplomat prestige
treaties and trade agreements. Diplomats can serve variously as class.
the official representatives of countries, as independent arbitra-
tors, as councilors for the largest and most powerful non- Hit Die: d6.
governmental organizations (e.g., guilds), and even as spies for Skill Points at Each Level: 4 + Int modifier.
one or more powers. Some may even act in some or all of these Weapon and Armor Proficiency: Diplomats do not receive
capacities at once. Because they are often posted to faraway any weapon or armor proficiencies.
lands and operate during crisis situations, diplomacy can be Knowledge (Diplomacy): As a result of his exposure to
both very exciting and extremely risky. the world of international politics, a Diplomat receives a +1
bonus on all Knowledge (Diplomacy) skill checks. This bonus
Through cleverness and diligence, the best diplomats can increases to +2 at 4th level, +3 at 7th level, and +4 at 10th
accomplish much for their nations, while the worst can damage level. If a Diplomat has not actually advanced in this skill,
their reputations and interests abroad. Such characters are usu- then instead treat him as if he had a number of ranks in Knowl-
ally at least a bit smarter, wiser, or more charismatic than edge (Diplomacy) equal to the skill check bonus bestowed by
average, and the best will excel in one or more of these areas advancement in this prestige class.
of ability. Bonus Feat: At 2nd level, a Diplomat gains a bonus feat, for
which he may choose from Negotiator, Persuasive, Shrewd*,
Members of any race can be Diplomats, and nations will or Skill Focus in any Diplomat prestige class skill. A Diplomat
often employ diplomats of either the race dominant in their gains an additional bonus feat at 5th level and 8th level.
own lands or ones that will enjoy the sympathy of the states Bonus Language: At 3rd level, a Diplomat may choose any
to which they are envoys (e.g., a predominantly human state one bonus language appropriate to his current or prospective
might send an elf to represent it in the court of an elven missions. He may choose an additional bonus language at 6th
kingdom). With their outgoing natures, half-elves tend to make level and 9th level.
the best diplomats overall.
While Diplomats can begin their careers as members of
any class, a disproportionate number have backgrounds as
Aristocrats. Depending on their structure and ethos, various
societies favor diplomats of other backgrounds, and
Bards, Clerics, Druids, Monks, Paladins, and even
Rogues are known to have excelled in this prestige TABLE D-1: The Diplomat Will Special
class. Level Attack Fort Ref +2 +1 Knowledge (Diplomacy)
1st +0 +0 +0 +3 Bonus Feat
As representatives of great powers, Diplomats 2nd +1 +0 +0 +3 Bonus Language
are usually clothed, equipped, and armed in what- 3rd +2 +1 +1 +4 +2 Knowledge (Diplomacy)
ever way will make the strongest or most favorable 4th +3 +1 +1 +4 Bonus Feat
impression upon the nations or entities to which 5th +3 +1 +1 +5 Bonus Language
they are posted. They are often provided with 6th +4 +2 +2 +5 +3 Knowledge (Diplomacy)
resources to enhance the success of their missions 7th +5 +2 +2 +6 Bonus Feat
(e.g., Potions of Eagle’s Splendor, one or more 8th +6 +2 +2 +6 Bonus Language
lower-level assistants). 9th +6 +3 +3
10th +7 +3 +3 +7 +4 Knowledge (Diplomacy)
Nation Builder 105
Gary Gygax’s Nation Builder This essentially means she adds the level of High Priest to the
level of whatever other divine spellcasting class the character
HIGH PRIEST has, then determines spells per day and cast level accordingly.
If a character had more than one divine spellcasting class
High Priests are religious figures who wield great power before she became a High Priest, she must decide to which
and influence over the major temples and holy sites of their class she adds each level of High Priest for purposes of deter-
religions. As the earthly representatives of their gods and cus- mining spells per day.
todians of the most important sacred places, High Priests serve
as spiritual guides for the faithful and—depending on circum- Awesome: When carrying out his official functions, a High
stances—as allies, antagonists, or advisors to even the most Priest cuts a very imposing figure. As a result, whenever such
powerful secular rulers. Indeed, in some societies the role of a character is within his temple precinct and dressed in the
High Priest often goes hand-in-hand with civil authority (e.g., regalia of his office, he receives a bonus to his Charisma score
Julius Caesar served, among other things, as High Priest of equal to his level as a High Priest. For example, a 4th level
Rome). Regardless of whether their authority is over a single High Priestess with a normal Charisma of 12 would have an
temple precinct or extends into the society as a whole, High effective Charisma of 16 within the area controlled by her
Priests are responsible for presiding over all sorts of public temple. This area typically extends in a half-mile radius from
rituals and ceremonies. the temple itself.
All races can have High Priests as the penultimate heads of Collect Tithes: As the administrator of a major temple com-
their religions, although members of this class tend to predomi- plex, a High Priest is entitled to collect tithes from worship-
nate among the most lawful, structured, and organized peoples. pers, rents from local peasants, gifts from the penitent, and the
Thus, dwarves and some human societies are those most likely like. On an annual basis, these sums are usually equal to 1% of
to have significant numbers of powerful High Priests, while the value of the temple complex, multiplied by the character’s
such characters will be much less prolific among gnomes, total level. For example, a 9th level Cleric/3rd level High Priest
elves, and halflings. Lawful humanoids like hobgoblins might (12 total levels) who is the head of a temple complex that cost
also produce High Priests, but chaotic ones like orcs are much 100,000 gp to build would collect 12,000 gp in tithes annually.
less likely to. (Note that annual upkeep on a property is typically 10% of
its value.)
Most High Priests have advanced solely or predominantly
as Clerics, but it is also possible for Druids or even Adepts Needs of the Many: At 1st level, a High Priest gains the
to become high priests (and in certain religious traditions this ability to take 5th level spells that begin with Mass as if they
may even be the norm). were 4th level spells. At the 3rd level of ability he can take
Requirements 6th level “Mass” spells as if they were 5th level spells; at 5th
To qualify as a High Priest, a character must fulfill the follow- level, he can take 7th level “Mass” spells as if they were 6th
ing minimum criteria. level; at 7th level, he can take 8th level “Mass” spells as if they
were 7th level; and at 9th level, he can take 9th level “Mass”
Skills: Knowledge (Religion) 12 ranks. spells as if they were 8th level spells. Effective caster level is
Feats: Leadership. not affected by this ability.
Spells: Ability to cast divine spells of 5th level or higher.
Special: Construct, expand, or rebuild a temple (typically of Religious Leadership: Because the faithful are drawn to
100,000 gp or greater value). serve at a temple complex headed by a High Priest, such char-
acters can gain more—or more specialized—followers than
Class Skills others with the Leadership feat (“Leadership,”) as follows:
A High Priest’s class skills (and the key ability for each skill) * A High Priest can opt for as many of his followers as
are Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimi- desired to be Clerics (or Druids if he himself is a Druid).
date (Cha), Knowledge (Arcana) (Int), Knowledge (History)
(Int), Knowledge (Religion) (Int), Knowledge (The Planes) * A High Priest can opt to have a number of followers equal
(Int), Sense Motive (Wis), and Spellcraft (Int). to his enhanced Charisma modifier (e.g., five if he has an
effective Charisma modifier of +5) who are Paladins (if he is
Class Features lawful good) or Rangers.
All of the following are class features of the High Priest * For every follower that he does not want to be one of
prestige class. the above classes, he may instead select three Commoners,
two Experts, or two Warriors of the Templar subtype of the
Hit Die: d8. appropriate level (this subtype is described in the appendix on
Skill Points at Each Level: 2 + Int modifier. new feats and skills).
Weapon and Armor Proficiency: High Priests do not
receive any weapon or armor proficiencies. Note that a High Priest’s Leadership score is modified by
Spells Per Day: When a character gains a level as a High his awesome Charisma score and that he should also receive
Priest, she gains new spells per day as if she had also gained the +2 bonus to his leadership score for having “a stronghold,
a level in whatever divine spellcasting class she belonged to base of operations, guildhouse, or the like.” In any event, all
before adding the prestige class. She does not, however, gain followers must be the same alignment as the high priest.
any other benefits a character of that class would have gained.
Knowledge (Religion): As the ultimate interpreters of their
deities’ will, High Priests hone their already substantial knowl-
Nation builder 106
TABLE HP-1: The High Priest Special Level appendices
Awesome, Collect Tithes, Needs of the Many 1st
Level Attack Fort Ref Will (5th level), 2nd Spells per Day
1st +0 +2 +0 +2 Religious Leadership 3rd +1 level of existing divine
2nd +1 +3 +0 +3 +1 Knowledge (Religion) 4th
3rd +2 +3 +1 +3 Needs of the Many (6th level) 5th spellcasting class
4th +3 +4 +1 +4 +2 Knowledge (Religion) 6th +1 “
5th +3 +4 +1 +4 Needs of the Many (7th level) 7th +1 “
6th +4 +5 +2 +5 +3 Knowledge (Religion) 8th +1 “
7th +5 +5 +2 +5 Needs of the Many (8th level) 9th +1 “
8th +6 +6 +2 +6 +4 Knowledge (Religion) 10th +1 “
9th +6 +6 +3 +6 Needs of the Many (9th level) +1 “
10th +7 +7 +3 +7 +5 Knowledge (Religion) +1 “
+1 “
+1 “
edge of religious matters and from 2nd level onward gain a Mercenary Commanders are not just leaders, they are busi-
+1 bonus on all Knowledge (Religion) skill checks. This bonus nessmen. They find employment for their units and supervise
increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, the management of supply, pay, and replacements. They also
and +5 at 10th level. ensure that there is enough surplus for the lean times, when
work is hard to come by. Their status typically depends on their
MERCENARY COMMANDER performance; a loyal and successful Mercenary Commander
may be as popular and sought after with the local aristocracy as
Mercenary Commanders are elite, professional officers an officer of the standing army.
skilled at raising, equipping, leading, and selling the services Requirements
of bands of soldiers-for-hire. Many begin as troops in standing
armies, becoming mercenaries when their prospects turn sour, To qualify as a Mercenary Commander, a character must
ill-fortune strikes their nations, or pay seems insufficient. After fulfill the following minimum criteria.
becoming soldiers of fortune, characters of this sort generally
use their skill at arms and force of personality to carve out Base Attack Bonus: +6.
positions of authority and leadership for themselves. Whether Skills: Diplomacy 3 ranks.
known as landsknechts, condottierie, or simply mercenaries, Feat : Leadership.
such officers are of all types. Some are principled and honor-
able, fighting for causes they believe in and staying true to their Class Skills
contracts. Others are vile blackguards, seizing opportunities for
wealth and power as they appear, honoring contracts only as A Mercenary Commander’s class skills (and the key ability
long as it suits them. Most are simply true neutral soldiers-of- for each skill) are Bluff (Cha), Diplomacy (Cha), Gather Infor-
fortune, taking the opportunities that offer the greatest rewards mation (Cha), Handle Animal (Cha), Intimidate (Cha), Knowl-
in exchange for the least danger. edge (Local) (Int), Knowledge (Nobility and Royalty)* (Int),
Knowledge (Warfare)* (Int), Ride (Dex), and Sense Motive
Many Mercenary Commanders begin their careers as Fight- (Wis).
ers, Warriors, or even Rogues, depending on the nature of the
societies from which they hail. Rangers, Paladins, and martial Class Features
Clerics usually fight for ideals rather than treasure, and are
thus rarely found in command of mercenary bands. Barbarians’ Following are the class features of the Mercenary Com-
chaotic nature typically prevents them from advancing into this mander prestige class.
class and, although it is not unheard of, they are more often
found in the ranks than in command, fighting for a few months Hit Die: d10.
before being taken elsewhere by their restless natures. Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: A Mercenary Com-
Members of any race can be Mercenary Commanders, as mander receives Simple and Martial Weapon Proficiency,
soldiers-of-fortune are a pragmatic lot and will typically accept Light, Medium, and Heavy Armor Proficiency, and Shield
the most competent leadership available, regardless of its face Proficiency.
or culture. However, homogeneous racial units (e.g., a com- Improved Leadership (Ex): A Mercenary Commander is
pany of elven archers or a regiment of dwarven infantry) are skilled at raising bodies of troops, and at 1st level receives a
almost always commanded by members of their own race. +1 bonus on his effective leadership score for purposes of how
many followers he receives. This bonus increases to +2 at 3rd
As the leaders of units and even armies, Mercenary Com- level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.
manders tend to wear the best armor available and use their This bonus to the character’s leadership score is increased
favorite weapons. They are often flamboyant and are almost by an additional +1 if all the troops are of the same military
always mounted, regardless of the status of their troops. subtype (e.g., heavy infantrymen) and a further +1 if they are
all of the same race as the Mercenary Commander.
Nation Builder 107
Gary Gygax’s Nation Builder
Such troops still TABLE MC-1: The Mercenary Commander
expect room, board, Level Attack Fort Ref Will Special
and whatever would 1st +1 +2 +0 +0 Improved Leadership +1, Influential
be considered normal 2nd +2 +3 +0 +0 Bonus Feat, Inspire Confidence +1
pay for troops of 3rd +3 +3 +1 +1 Improved Leadership +2, Negotiate
their type. They gen- 4th +4 +4 +1 +1 Inspire Confidence +2, Perceptive
erally start off with 5th +5 +4 +1 +1 Improved Leadership +3
standard equipment 6th +6 +5 +2 +2 Bonus Feat, Inspire Confidence +3
for their subtype but 7th +7 +5 +2 +2 Improved Leadership +4, Voice of Command
must be re-equipped 8th +8 +6 +2 +2 Inspire Confidence +4, Silvertongue
as needed by their 9th +9 +6 +3 +3 Improved Leadership +5
leader. 10th +10 +7 +3 +3 Bonus Feat, Inspire Confidence +5, Legendary Reputation
Influential (Ex):
At 1st level, a Mercenary Commander receives a +3 modifier on the Bardic Lore table. Troops will now fight for him for
to Bluff and Intimidate checks applied to groups rather than half normal pay, just for the sake of being led by someone so
individuals. inspirational and favored.
Bonus Feat: At 2nd, 6th, and 10th level, a Mercenary Com-
mander may choose any bonus feat available to a Fighter,
except Weapon Specialization. MISSIONARY
Inspire Confidence (Ex): At 2nd level, a Mercenary Com- A Missionary is a very adventurous type of priest who
mander inspires troops in his unit to fight heroically through is willing to forgo the safety and comfort of his home and
his commanding presence. Any members of the Mercenary parish in order to bring the word of his deity to previously
Commander’s company who are within 30 feet gain a +1 unknown—and possibly uncivilized—cultures. This can be a
to damage rolls and to Will saves related to fear or morale. dangerous undertaking and many Missionaries never return
Members of the unit who have a higher base attack bonus home, suffering fates that can range from the mundane to
that the Mercenary Commander do not receive this bonus. the quintessentially exotic (e.g., ending up in a cannibal’s
The Mercenary Commander does not have to personally be stewpot).
in command of the troops, they must merely be in the same
unit (i.e., a Mercenary Commander platoon leader may inspire Requirements
members of other platoons as long as they are in the same To qualify as a Missionary, a character must fulfill the fol-
overall outfit.) lowing minimum criteria.
At 4th level this bonus increases to +2, at 6th level to +3, at Skills: Diplomacy 8 ranks, Knowledge (Religion) 8 ranks,
8th level to +4, and at 10th level to +5. Survival 4 ranks.
Negotiate (Ex): By 3rd level, a Mercenary Commander has Spells: Ability to cast divine spells.
become a skilled negotiator, and receives a +3 skill bonus on Languages: Must speak at least one language other than
Diplomacy and Sense Motive checks. your native tongue.
Perceptive (Ex): At 4th level, a Mercenary Commander
gains a +3 modifier to Sense Motive checks applied to groups Class Skills
rather than individuals. A Missionary’s class skills (and the key ability for each)
Voice of Command (Ex): By 7th level, a Mercenary Com- are Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy
mander has developed his command voice to such a degree (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (His-
that he may Command troops in his unit a number of times
per day equal to his level as a Mercenary Commander. This tory), Knowledge (Local), Knowledge (Religion) (Int), Per-
form (Oratory) (Cha), Profession (Wis), Speak Language
functions identically to the 1st level Cleric spell as if cast (None), and Survival (Wis).
by a Cleric of the Mercenary Commander’s total level. This
ability can be used to stop friendly troops from fleeing in panic
or to command instant obedience. Additionally, once per day Class Features
the Mercenary Commander may implant a Suggestion as per
the 2nd level Bard spell and as if a Bard of the Mercenary All of the following are class features of the Missionary
Commander’s total level. This aspect of the Voice of Command prestige class.
functions on friend and foe alike.
Hit Die: d8.
Silvertongue (Ex): By 8th level, a Mercenary Commander Skill Points at Each Level: 3 + Int modifier.
has become a masterful orator, and receives an additional +3 Weapon and Armor Proficiency: A Missionary gains no
bonus on all Bluff and Intimidate checks. new weapon or armor proficiencies.
Spells per Day: At every even level, the Missionary gains
Legendary Reputation (Ex): At 10th level, a Mercenary new spells per day as if he had gained a level in whatever
Commander gains renown throughout civilized lands and divine spellcasting class he had before becoming a Missionary.
his Charisma score increases permanently by 2 points. He He does not gain any other abilities granted by that class.
becomes the living equivalent of a DC 10 “common” legend Bonus Languages: At every odd level, the Missionary gains
a new language above and beyond any he gains from expend-
Nation builder 108
appendices
ing skill ranks into Speak Lan- TABLE My-1: The Missionary Special
guage. Bonus Language, Missionary Ability
Level Attack Fort Ref Will +1 level of existing divine spellcasting class
Missionary Abilities: Also at 1st +0 +0 +0 +2 Bonus Language, Missionary Ability
every odd level, the Missionary 2nd +1 +0 +3 +3 +1 level of existing divine spellcasting class
gains one of the following special 3rd +1 +1 +1 +3 Bonus Language, Missionary Ability
abilities, chosen by the player: 4th +2 +1 +1 +4 +1 level of existing divine spellcasting class
5th +2 +1 +1 +4 Bonus Language, Missionary Ability
* Assimilation: This ability is 6th +3 +2 +2 +5 +1 level of existing divine spellcasting class
a favorite among Missionaries in 7th +3 +2 +2 +5 Bonus Language, Missionary Ability
areas where a powerful local 8th +4 +2 +2 +6 +1 level of existing divine spellcasting class
clergy already exists. By pointing 9th +4 +3 +3 +6
out the similarities in their beliefs 10th +5 +3 +3 +7
and moral codes, the Missionary is
able to turn the local priests into
allies rather than obstacles to his
mission. To do this, the Missionary must spend at least five to make himself appear as one of the locals of a culture he
hours a week with the local clergy, comparing notes. During has spent time with, gaining a +3 bonus to Bluff and Disguise
this time, he must attempt to shift their attitude to Friendly. checks when attempting to appear as a member of it. This
If successful, the local priests will not attempt to hinder his must be taken for each culture separately, and a culture can
conversion of the populace (see below). This ability must be only be chosen if the Missionary has spent at least two months
chosen for each culture the Missionary wishes to assimilate among it.
into his faith.
* Resistance to Disease: Traveling to exotic locales and
* Converting the Masses: The Missionary can attempt to living among the natives has strengthened the Missionary’s
convert people to his own faith. To do so, he must spend at immune system, and he can ignore the effects of any natural
least one hour speaking to a gathering of non-faithful, at least disease he comes into contact with.
three times a week for a month. At the end of that month, the
character rolls 1d20 and adds his Missionary levels plus his
Charisma modifier. The attendees of his speeches who have the WATCHMAN
same alignment as the Missionary must then roll a Will save
versus this number, adding to the save any levels they have as a Watchmen are typically found as senior guards or leaders of
divine spellcaster (e.g., Adept, Cleric, Druid, Paladin, Ranger). the watch in cities, towns, or large villages. Their duties might
If the Will save fails, then that individual is ready to convert; he include serving as a police force, conducting a night watch,
must renounce his old religion and ask the Missionary to teach raising and leading posses, patrolling city walls, conducting
him further. If the locals already have a parish priest of their routine security patrols in the lands surrounding a community,
native faith, that character can “bolster” his congregation’s and organizing and training the militia.
faith by giving a sermon once a week, granting a bonus of half
his divine spellcaster level plus 2 to their Will save to resist Not all Watchmen are employed by a government; some may
conversion. A congregant with a different alignment from the work in the guard force of a large business or organization,
Missionary’s has a +5 modifier to this roll for every place of while others are employed by wealthy individuals who have
alignment difference, and one who is diametrically opposed is need of their sharp eyes and ears.
automatically immune. Note that this system is only meant to
apply to NPCs, and that player characters always have freedom Watchmen generally carry a non-lethal bludgeoning weapon,
of choice in such matters. such as a sap, and a martial weapon, like a longsword; pole-
arms are rarely carried on patrols since they are difficult to
* Cultural Awareness: The Missionary can add a +3 famil- wield inside buildings, and ranged weapons are generally only
iarity bonus to Diplomacy and Intimidate checks when dealing carried when patrolling walls or the surrounding countryside.
with members of a specific culture. This must be a culture that Light or no armor is worn in safer neighborhoods or while
the Missionary has been immersed in for at least two months, conducting routine business, while medium armor is typically
and must be taken separately for each culture to which he worn at night, or when completing dangerous assignments
wishes this to apply this benefit. (e.g., chasing away monsters, patrolling the Slum Quarter at
midnight, guarding the walls during wartime).
* Going Native: The Missionary has spent so much time
among the natives of a particular region that he has come to To influence cooperation and compliance, Watchmen typ-
identify with them and their culture. He gains a feat from ically rely on the weight of the law and the threat of
the following list: Alertness, Athletic, Deceitful, Deft Hands, overwhelming force rather than on individual combat. Rein-
Diligent, Exotic Weapon Proficiency (local cultural weapon), forcements are usually just a whistle-blow away.
Investigator, Magical Aptitude, Negotiator, Nimble Fingers,
Persuasive, Self-Sufficient, Skill Focus (local signature skill), Watchmen are typically members of the Warrior or Fighter
or Stealthy. Only one of these feats is available for each cul- class. Other classes, especially Rangers and Rogues, may have
ture, as chosen by the Dungeon Master. some training as Watchmen to supplement their urban observa-
tion and information gathering skills.
* Living Among the Heathen: The Missionary can choose
Members of any race can be Watchmen, although most are
humans or dwarves. Elves, gnomes, and halflings typically
lack the structured outlook common to many successful Watch-
Nation Builder 109
Gary Gygax’s Nation Builder
men, although exceptions do exist, and TABLE W-1: The Watchman
when they do form guard contingents in Level Attack Fort Ref Will Special
their own communities, these are often led 1st +1 +0 +0 +2 Arrest Powers, Bludgeoner
by specialists rather than other Watchmen 2nd +2 +0 +0 +3 Raise the Alarm
(e.g., Elven Wizards, Halfling Rogues). 3rd +3 +1 +1 +3 Calming Word 1/day
Humanoids, far from becoming Watch- 4th +4 +1 +1 +4 Bonus Feat
men, tend to fall afoul of them. 5th +5 +1 +1 +4 Master Bludgeoner
Requirements 6th +6 +2 +2 +5 Inspire Troops, Calming Word 2/day
7th +7 +2 +2 +5 Bonus Feat
To qualify as a Watchman, a character 8th +8 +2 +2 +6 Reputation
must fulfill the following criteria. 9th +9 +3 +3 +6 Calming Word 3/day
Base Attack Bonus: +1.
Alignment: Any non-chaotic. 10th +10 +3 +3 +7 Final Word, Bonus Feat
Spot: 4 ranks OR Listen: 4 ranks. or mechanical (e.g., yelling or whistling) during the round that
Feats: Alertness OR Subtype (Provost)* OR Subtype
(Guard)*. the alarm is raised.
Calming Word: Beginning at 3rd level, a Watchman may
use a Calming Word once per day. This functions in a manner
Class Skills identical to the spell Calm Emotions as if cast by a Cleric of
A Watchman’s class skills (and the key ability for each skill) the Watchman’s level. The required focus is the Watchman’s
are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Profes- badge of authority. A Watchman can use this ability twice per
sion (Investigator)* (Wis), Knowledge (Local) (Int), Listen day at 6th level and three times per day at 9th level.
(Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Rope Bonus Feat: At 4th, 7th, and 10th level, a Watchman can
(Dex). select a bonus feat from the following: Alertness, Armor
Proficiency (Heavy), Blind Fight, Dodge, Endurance, Exper-
tise, Great Fortitude, Improved Bull Rush, Improved Disarm,
Class Features Improved Trip, Improved Unarmed Strike, Iron Will, Leader-
ship, Quick Draw, Run, Skill Focus, Stunning Fist, Sunder,
All of the following are class features of the Watchman Tactics, Track, and Weapon Focus in a bludgeoning-type
prestige class. weapon. In all cases, the character must meet the prerequisites
of a feat in order to take it.
Hit Die: d10.
Skill Points at Each Level: 3 + Int modifier. Master Bludgeoner: At 5th level, a Watchman becomes an
Weapon and Armor Proficiency: Watchmen receive Simple expert in the use of any bludgeoning weapons with which he
and Martial Weapon Proficiency, Armor Proficiency (Light), is proficient. This allows him to use such weapons to inflict
Armor Proficiency (Medium), and Shield Proficiency. non-lethal damage at no attack penalty rather than the standard
Arrest Powers: At 1st level, a Watchman is authorized by –2 for being a Bludgeoner. If the Watchman also has Subtype
the local legal authority to apprehend criminal suspects and (Provost)*, the reductions stack and he attacks with a +2 bonus
take them into custody for trial. This authority is represented when attempting to subdue. If using a sap, the Watchman gains
by the award of a badge or token of authority. If the power a +4 to hit, since it already inflicts non-lethal damage (but still
of arrest is grossly or continually abused, it (and the badge) attacks at –4 if he wishes to use it to inflict lethal damage).
may be revoked. Once revoked, they may only be reinstated
by paying a fine, attending training, or performing other pen- Inspire Troops: At 6th level, any member of a group (e.g.,
ance, as determined by the gamemaster and appropriate to guard patrol, posse, militia unit) commanded by a Watchman
the milieu. Additionally, the gamemaster may decide not to gains a +2 morale bonus on attack rolls and Will saves. This
award experience points to the character during this time (or bonus applies only to humanoids and beasts within 60 feet of
to prohibit him from advancing in level as a Watchman using the Watchman and does not stack if multiple Watchmen are
such points). present.
Bludgeoner: At 1st level, a Watchman becomes especially
adept with the use of Simple bludgeoning weapons. This Reputation: At 8th level, a Watchman gains a measure of
allows him to use such weapons to inflict non-lethal damage local fame; law-abiding citizens love him, criminals hate him.
at a –2 attack penalty rather than the standard –4. If the Watch- Either way, it works in the Watchman’s favor, and he gains
man also has Subtype (Provost)*, the reductions stack and he a +2 bonus on any Charisma-based skill checks or Charisma
attacks at no penalty. If using a sap, the Watchman gains a checks made within his jurisdiction.
+2 to hit, since it already inflicts non-lethal damage (but still
attacks at –4 if he wishes to use it to inflict lethal damage). Final Word: At 10th level, a Watchman may impose his
Raise the Alarm: At 2nd level, a Watchman may Raise the will on the actions of others once per day. This functions in a
Alarm. This exceptional ability takes one standard action and manner identical to the spell Greater Command as if cast by a
Cleric of the Watchman’s level (i.e., 10th).
will alert all members of the Watchman’s organization within
1,000 feet that a comrade needs assistance. It further allows
them to precisely pinpoint the Watchman’s location. This abil-
ity requires the Guard to make some sort of sound, either vocal
Nation builder 110
appendices
Nation Builder 111
Gary Gygax’s Nation Builder
aPPENDIX B: SKills & Feats
Following are a number of new skills and feats. These are Synergy: A character with 5 or more ranks in Knowledge
both mentioned throughout this book, especially in Appendix (Nobility and Royalty) receives a +2 bonus on all Diplomacy
I: Prestige Classes, and may be of especial use to characters skill checks.
advancing into one of those specialized classes or taking part
in “nation building” adventures. Knowledge (Warfare) (Int;
Trained Only)
Four troop subtypes mentioned in this book are presented
in the section on Feats. The subtype concept was originally This area of knowledge covers the history, theory, literature,
presented in the Skirmisher Publishing d20 book Warriors. philosophy, practice, and methodology of warfare.
Additional subtypes, along with special rules pertaining to
them, are available as a free download at www.skirmisher.com. Check: Knowing the answer to a question has a DC of 10
(for really easy questions), 15 (for basic questions), or 20 to
NEW SKILLS 30 (for really tough questions). For every 5 points by which
the check result exceeds the DC, the character recalls another
Knowledge (Diplomacy) piece of useful information.
(Int; Trained Only)
Action: Usually none.
This skill represents detailed theoretical and applied knowl- Try Again: No.
edge about the way nations work and interact with each other, Untrained: An untrained Knowledge check is simply an
covering everything from subjects such as internal politics and Intelligence check. Without actual training, you have only rudi-
succession to power, to obscure border wars and trade disputes. mentary knowledge about the warfare (DC 10 or lower).
Check: Knowing the answer to a question has a DC of 10 Profession (Investigator)
(for really easy questions), 15 (for basic questions), or 20 to (Wis; Trained Only)
30 (for really tough questions). For every 5 points by which
the check result exceeds the DC, the character recalls another A character with this skill is trained at recognizing and
piece of useful information. correlating physical information (i.e., clues) and at gathering
information through communication with others. Profession
Action: Usually none. In most cases, making a Knowledge (Investigator) can, if desired, be used identically to and in place
check does not require an action—he simply knows the answer of the Gather Information skill.
or does not.
Check: An Investigator knows how to use all the tools and
Try Again: No. The check represents what you know, and procedures related to conducting investigations, what consti-
thinking about a topic a second time does not let you know tutes evidence and proof in his culture, effective methods of
something that you did not know in the first place. gathering information and when to employ them, and the intri-
cacies of the local legal code. Make a Profession (Investigator)
Untrained: An untrained Knowledge check is simply an check against a DC that reflects the complexity of the task to
Intelligence check. Without actual training, you know only be accomplished. Refer to the Gather Information skill descrip-
common information about the art of diplomacy (DC 10 or tion detailed in the Player’s Handbook when using Profession
lower). (Investigator) in place of that skill.
Synergy: If a character has 5 or more ranks in Knowledge DC Task
(Diplomacy), he receives a +2 bonus on Diplomacy skill 5 Accomplish mundane work task
checks. 10 Locate obvious clue (1d6 minutes)
10 Cite common legal point
Knowledge (Nobility and Roy- 15 Locate hidden clue (3d6 minutes)
alty) (Int; Trained Only) 20 Ascertain most useful information gathering
This area of knowledge covers all sorts of information about method (i.e., determine whether Bluff, Diplo-
the aristocracy, including such things as family trees and lin- macy, Gather Information, or Intimidate will have
eages, heraldry and mottoes, and personal characteristics and the lowest DC before attempting any of them).
histories. Requires 3d6 rounds of conversation or 1d100
rounds of close observation.
Check: Knowing the answer to a question has a DC of 10 25 Discover unusual legal loophole
(for really easy questions), 15 (for basic questions), or 20 to 30 Discover obscure clue (1d6 hours)
30 (for really tough questions). For every 5 points by which Retry: Yes. Double the time required (cumulative) for each
the check result exceeds the DC, the character recalls another subsequent attempt.
piece of useful information. Special: Halflings receive a +2 racial bonus when using
Profession (Investigator) because of their innate talents and
Action: Usually none. curiosity. Five or more ranks in Knowledge (Law) or Search
Try Again: No.
Untrained: An untrained Knowledge check is simply an
Intelligence check. Without actual training, you have only rudi-
mentary knowledge about the royalty (DC 10 or lower).
Nation builder 112
appendices
each bestow a +2 synergy bonus on Profession (Investigator) languages equal to his starting Intelligence bonus. He is con-
skill checks. An investigator can use his Charisma bonus if it sidered fluent in these languages, automatically receives 10
is higher than his Wisdom bonus on all investigation checks ranks in them, and can always Take 10 on appropriate skill
involving interaction with other creatures. checks. If desired, a character can add further ranks to such
languages, which are always treated as class skills for these
DM’s Option: Language Skill Checks purposes. Unless he is a Barbarian, a character can also read
As written, the Speak Language skill does not require and write these languages.
any sort of skill checks; either you speak a language
or you don’t, and if you do, you automatically succeed A character can choose to learn a new language by putting
at making yourself understood by those who speak that skill ranks into it. Once he has devoted at least one rank to
language and automatically understand them. Anyone a language, he is considered proficient and can attempt to
who has ever tried to get by in a foreign country speak, understand, write, or read it. He cannot Take 10 on skill
with a smattering of language that seemed adequate in checks associated with this language, however, if distracted or
the classroom, however, knows this simply is not the endangered.
case. And all of us have had the misfortune of dealing
with those who are not even proficient in their primary Common languages and the alphabets used to write them
tongue. Indeed, the need to adequately convey meaning appear on the table below. Note that ability to recognize an
is a persistent challenge that even extends to fully fluent alphabet because it is associated with a language of proficiency
people conversing amongst themselves. And, while not does not confer ability to read or write it in another language.
requiring language skill checks is unreasonably unre-
alistic, it also deprives GMs and players alike of all Check: Make a skill check that reflects the difficulty of
sorts of roleplaying opportunities, plot twists, and amus- the information to be conveyed or understood. This is gen-
ing or even potentially dangerous misunderstandings. erally DC 10 for conveying or understanding simple informa-
With those thoughts in mind, an alternate skill, Use tion (e.g., purchasing equipment, reading a sign), DC 15 for
Language, is presented here, which can be used much more complex ideas (e.g., directions to another part of town,
like any other skill. public notices), DC 20 for moderately complicated ideas (e.g.,
instructions for retrieving a hidden treasure), DC 25 for intri-
Use Language (Int; Trained Only) cate, complex, or technical concepts (e.g., double meanings of
key words in a riddle, alchemical processes). If a subject to
A character can use this skill to speak, understand, write, or whom a character is speaking is actively trying to understand
read a language in which he is proficient. or make itself understood, then the character receives a +2
bonus on Use Language skill checks made with that creature.
A character starts off at 1st level knowing one or two lan-
guages (based on his race), plus an additional number of If the skill check succeeds, the character understands the
equivalent of about a single page of text or a minute of speech
Common Languages and Their Alphabets in the language in question. If the check fails, the GM makes
Language Typical Speakers Alphabet a DC 5 Wisdom check for the character and, if it fails, the
Abyssal Demons, chaotic evil outsiders Infernal character gleans incorrect information, rather than simply fail-
Aquan Water-based creatures Elven ing to understand it.
Auran Air-based creatures Draconic
Celestial Good outsiders Celestial The Game Master secretly makes both the Use Language
Common Humans, Halflings, Half-Elves, Common check and, if necessary, the subsequent Wisdom check, so that
Half-Orcs the player cannot tell if his character is been successful.
Draconic Kobolds, Troglodytes, Lizardfolk, Draconic
Dragons Note that it is possible for sufficiently complex or technical
Druidic Druids (only) Druidic texts to be incomprehensible even to someone who is fluent in
Dwarven Dwarves Dwarven the language in which they are written.
Elven Elves Elven
Giant Ogres, Giants Dwarven Action: Varies. Deciphering the equivalent of a single page
Gnome Gnomes Dwarven of text generally takes 1 minute (10 consecutive full-round
Goblin Goblins, Hobgoblins, Bugbears Dwarven actions).
Gnoll Gnolls Common
Halfling Halflings Common Try Again: No, in general, for attempting to understand or
Ignan Fire-based creatures Draconic read a language (although the character might simply glean
Infernal Devils, lawful evil outsiders Infernal incorrect information and not even realize he failed his skill
Orc Orcs Dwarven check). Yes, under proper circumstances, to speak a language
Sylvan Dryads, Brownies, Leprechauns Elven (assuming the character realizes he failed his skill check).
Terran Xorns and other earth-based Dwarven
creatures Synergy: Characters with various areas Knowledge can use
Undercommon Drow Elven them to help succeed at Use Language skill checks. A charac-
ter with 5 or more ranks in Knowledge (Arcana) receives a
+2 bonus on Draconic skill checks. A character with 5 or
more ranks in Knowledge (Local) receives a +2 bonus on
skill checks for the primary language spoken in the area of
familiarity. A character with 5 or more ranks in Knowledge
(Nature) receives a +2 bonus on Druidic (Druids only), Giant,
and Sylvan skill checks. A character with 5 or more ranks
Nation Builder 113
Gary Gygax’s Nation Builder Devout* feat apply their faith bonus to Concentration
checks.
in Knowledge (The Planes) receives a +2 bonus on Abyssal, Atheism: Naturally, there can be no priests of Atheism,
Aquan, Auran, Celestial, Ignan, Infernal, and Terran skill but a confirmed and certain Atheist can take the Devout*
checks. feat to represent his singular conviction. An Atheist with
the Devout* feat loses the faith bonus, but gains a stub-
A character receives a +2 bonus on skill checks to read or bornness bonus of +2 to all saves versus divine magic,
write in a particular language of proficiency if it uses the same including beneficial magic (the Atheist must always
alphabet as another language in which he is proficient. attempt to save, even versus healing spells).
Brutism: Domains associated with Brutism are Chaos,
A character with 5 or more ranks in Decipher Script receives Destruction, Strength, and War. The preferred weapon
a +2 bonus on attempts to read languages of proficiency. Note of brutists is the Orc double axe. A Brutist congregant
that such a character is, essentially, also able to make untrained with the Devout* feat can apply his +2 faith bonus to
attempts to read languages of non-proficiency (“Decipher Intimidate checks.
Script,” Player’s Handbook). Diabolism: Domains associated with Diabolism are Evil,
Fire, Knowledge, and Trickery. The preferred weapon
NEW FEATS of Diabolism will vary, depending on what weapons are
used by devils in your world, but whips and various sorts
Cunning Linguist [General] of swords are typical. A Diabolist with the Devout* feat
replaces the faith bonus with a profanity bonus applied to
A character with this feat has a knack for languages. Knowledge (Arcana) checks.
Benefit: A character with Linguistic Aptitude receives a Dualism: Domains associated with Dualism vary, and
+3 bonus on all language-related skill checks (e.g., Use Lan- are usually opposites based on the core concepts of the
guage*). religion: Evil and Good, Fire and Water, Death and Heal-
ing, Chaos and Law, or Destruction and Protection are
Devout [General] all valid choices. The preferred weapon of the Dualist
will depend on their native culture. A Dualist with the
Faithful following of the tenets of a religion are ingrained Devout* feat would apply his faith bonus to Meditation
into the being of a character with this feat. checks.
Gnosticism: Domains and preferred weapon for Gnos-
Prerequisite: Adherence to a particular religion. tics will be the same as for any priest of that deity.
Benefit: You gain a +2 faith bonus to Knowledge (Religion) A Gnostic with the Devout* feat would apply his faith
checks and to checks made on your religion’s chosen skill (see bonus to a skill most favored by the deity, chosen by
Chapter 7: Religion for descriptions of types of religions). the GM.
Henotheism: Domains and preferred weapon available
Devout Feat Effects and Spell Domains to a Henotheist priest are the same as those associated
Following are variable effects of the new Devout* with their deity. A Henotheist with the Devout* feat
would apply his faith bonus to a skill most favored by the
feat for each sort of religion as they apply to it. Clerical deity, chosen by the GM.
spell domains associated with each sort of religion, when Humanism: Whatever the precepts of your religion’s
applicable, are also listed. type of Humanism, its associated domains are Luck,
Agnosticism: There can be no priests dedicated to this Protection, Travel, and War. The preferred weapon for
idea, so there are no domains associated with it or Humanists will vary, but a traditional cultural weapon
favored weapons. It is possible, however, for a character is the usual choice. A Humanist with the Devout* feat
to take the Devout* feat for Agnosticism, replacing the would apply his faith bonus to Profession checks, with
faith bonus with a curiosity bonus that can be applied to the focus of the skill varying from individual to indi-
Search checks as well as Knowledge (Religion) checks. vidual.
Alfism: Domains associated with Alfism are Air, Chaos, Idealism: Domains associated with Idealism are Chaos,
Knowledge, and Magic. The preferred weapon of Alfism Knowledge, and Magic. Idealists have no preferred
is the bow. The Devout* feat would grant its faith bonus weapons. An Idealist with the Devout* feat can apply her
to Perform (Sing) for a follower of Alfism. faith bonus to Concentration checks.
Ancestor Worship: A priest of ancestor worship can
choose any two domains. The preferred weapon will also
vary, as it will depend on whether or not any of the
priest’s ancestors were great warriors and, if so, what
weapons were associated with them. An ancestor wor-
shiper with the Devout* feat would apply his faith bonus
to Knowledge (History) checks.
Animism: Domains associated with Animism are Air,
Earth, Fire, Healing, Plant, and Water. The preferred
weapon for Animists is a quarterstaff. Animists with the
Nation builder 114
Kathenotheism: Domains associated with the gods in appendices
this type of religion remain the same, but a priest only
has access to the ones appropriate to the god he is cur- bonus to a skill most favored by the deity, chosen by
rently following, changing to new domains when the the GM.
shift in worship occurs. A Kathenotheistic priest can Neutral Monism: Domains associated with Neutral
only choose the preferred weapon of one of his gods. Monism are Air, Destruction, Fire, and Healing. Neutral
A Kathenotheist with the Devout* feat would apply his Monists favor no weapons over any others. A Neutral
faith bonus to a skill most favored by his current deity, Monist with the Devout* feat would apply his faith bonus
chosen by the GM. When the deity is changed because of to Knowledge (The Planes) checks.
season or place, the skill also changes. Pantheism: Domains associated with Pantheism are
Maltheism: There are no domains or preferred weapons Animal, Healing, Plant, and Protection. Pantheists favor
appropriate for this type of religion. A Maltheist with the no weapons, as injury done to one part of the deity is
Devout* feat replaces the faith bonus with a righteous ultimately felt by all of it. A Pantheist congregant with
anger bonus applied to Diplomacy checks. the Devout* feat would apply his faith bonus to Heal
Materialism: A Materialist with the Devout* feat applies checks.
his faith bonus to Craft checks, with the focus of the skill Panenthesim: Panentheist priests choose from the
varying from individual to individual. Animal, Healing, Plant, and Protection domains, favor no
weapons, and apply Devout* feat faith bonuses to Heal
checks.
Monotheism: Domains and preferred weapon available Polytheism: Domains and preferred weapon available to
to a Monotheist priest are the same as those listed for a Polytheist priest are the same as those listed for his
their deity. A Monotheist with the Devout* feat would deity. A Polytheist with the Devout* feat would apply his
apply his faith bonus to a skill most favored by his deity, faith bonus to a skill most favored by the deity, chosen
chosen by the GM. by the GM.
Monolatrism: Domains and preferred weapon available Shamanism: A follower of a Shamanic religion with the
to a Monolatrist priest are those listed for his deity. A Devout* feat would apply his faith bonus to Knowledge
Monolatrist with the Devout* feat would apply his faith (Nature) checks.
Religion Ethos Domains Typical Worshipers
Agnosticism Any None Scholars
Alfism Benign Air, Chaos, Knowledge, Magic Elves, their client peoples
Ancestor Worship Any Choose any two Honor-bound societies, Dwarves
Animism Any Elements, Healing, Plant Nature priests, monks
Atheism Any None Disillusioned scholars
Brutism Malign Chaos, Strength, War Orcs, Goblins, conquered peoples
Diabolism Malign Evil, Fire, Knowledge Evil cultists, villains, outcast priests
Dualism Neutral Varies by culture Monks, philosophers
Gnosticism By deity Varies by deity Scholars, wizards
Henotheism By deity Varies by deity Priests in a patriarchal society
Humanism By culture Luck, Protection, Travel, War Scholars, wizards
Idealism Neutral Chaos, Knowledge, Magic Monks, sorcerers
Kathenotheism By deity Varies by deity People in areas of great seasonal shifts
Maltheism Any (good) None Ex-worshipers, the disenfranchised
Materialism Neutral None Alchemists, hedonists, scholars
Monotheism By deity Varies by deity Monks
Monolatrism By deity Varies by deity
Neutral Monism Neutral Air, Destruction, Healing Nature priests, primitive humanoids
Pantheism Begnin Animal, Healing, Plant God-kings, philosopher-wizards
Panenthesim Begnin Animal, Healing, Plant Dwarves, Gnomes, and their subjects
Polytheism By deities Varies by deities Conquered peoples, alien abductees
Shamanism Neutral None (Druid spells)
Suitheism Individual Varies by culture
Terratism Begnin Earth, Strength, War
Xenoism By culture Varies by culture
Nation Builder 115
Gary Gygax’s Nation Builder Professional [General]
Suitheism: A Suitheist must decide what his areas of A character with this skill is good at understanding processes
influence are to be, and choose his domains based on and executing the tasks associated with specific occupations.
that. A Suitheist may choose any weapon to be his pre-
ferred weapon. A Suitheist with the Devout* feat can Benefit: A Professional character receives a +2 bonus on all
apply his faith bonus to any one skill. skill checks for Professions in which he is trained.
Terratism: Domains associated with Terratism are Earth, Shrewd [General]
Strength, and War. The preferred weapon depends on the
culture of the races in question, but is usually an axe A character with this feat has a knack both for gleaning
for Dwarves and a hammer for Gnomes. A follower of information from written material and for reproducing it.
Terratism with the Devout* feat would apply his faith
bonus to Knowledge (Dungeoneering) checks. Benefit: You get a +2 bonus on all Decipher Script and
Xenoism: If a Xenoist can be a priest, then the associ- Forgery skill checks.
ated domains, preferred weapon, and faith bonus for the
Devout* feat will all vary, as determined by the GM. Sinecure [General]
Great House [General] A character with this feat automatically receives a substantial
income, typically from the agricultural, mineral, or other fruits
A character with this feat has been born into one of the of a particular province or region. Such a sinecure might
ruling families of a particular state, is related to kings and be either hereditary or bestowed at some point during the
other major royalty in multiple nations, and is the holder of character’s career, but is not based on merit and does not
a particular aristocratic title (e.g., baron, count, duke, prince). require him to do anything to receive it.
This status is not merit-based and does not necessarily bestow
enforceable obligations or responsibilities upon the character. Prerequisite: Aristocrat level 1.
This feat must be the first one taken by a starting character. Benefit: An Aristocrat with a sinecure receives an annual
income equal to 100 gp for each level of experience as an
Prerequisite: Aristocrat level 1. Aristocrat, plus 100 gp for every point of intellectual ability
Benefit: The scion of a great house receives a +3 circum- score bonus (e.g., a character with ability score bonuses of +1
stance bonus on all opposed Charisma-based skill checks (e.g., for Intelligence, +2 for Wisdom, and +2 for Charisma would
Gather Information) made to other Aristocrats or to other char- receive an additional 500 gp per year). A new character with
acters who understand who he is. Furthermore, all DCs for this feat may opt to take a full year’s sinecure as part of his
Knowledge (Nobility & Royalty) skill checks pertaining to the starting funds.
character or his family are at –5 (e.g., his family name is
recognizable with a DC 10, rather than a DC 15, skill check). Subtype: Guard
With the GM’s approval, a character with this feat can opt
to assume various obligations in return for appropriate benefits Characters of this type are adept at guarding all sorts of
(e.g., upon reaching a certain level of experience, a marquis areas, including banks, palaces, warehouses, and the like. This
could choose to take over a fortified frontier manor house, subtype can also be used for characters like jailers.
formerly held by another member of his family, in exchange
for military defense of the surrounding area). Benefit: Guards receive Listen and Spot as class skills.
Normal: Most Aristocrats are from Minor Houses, for which Equipment: Guards typically wear the heaviest sort of
they receive no marked benefits above and beyond those that armor available. Such characters often carry or have access to
would be enjoyed by members of any other character classes. horns, gongs, bells, or other devices for sounding an alarm.
Knowledge (Nobility & Royalty) skill check DCs pertaining Special: Characters of this sort almost always take Alertness
to them or their families are not affected by the relative promi- as a second feat (i.e., at 1st level if human and at 3rd level
nence of their houses. if non-human).
Special: At the GM’s option (or the player’s if appropriate), If guards are organized into military units, they receive the
an Aristocrat character can be deemed to be from an Obscure same benefits to morale that soldiers of a particular subtype do
House (this can be both a benefit and a detriment and does not when operating in conjunction with each other.
use up a Feat). Furthermore, all DCs for Knowledge (Nobility
& Royalty) skill checks pertaining to the character or his Subtype: Peasant Levy [General]
family made by others are at +5 (e.g., his family name is
recognizable with a DC 20, rather than a DC 15, skill check). Peasant levies are common people, typically farmers, who
owe military service to a local authority—such as a feudal lord
Handy [General] or Aristocrat—and have been trained to some extent in the use
of arms and armor. This subtype is intended to represent Com-
A character with this skill is good with their hands and at moners who have received a certain level of military training
making all sorts of things. and organization, which, historically, represented the largest
segment of medieval armies. It can also be used for most “reg-
Benefit: A Handy character receives a +1 bonus on all Craft ular people who have learned to defend their homes with some
checks. ability” (“Warriors”) and for military craftsmen and tradesmen
for whom combat is a secondary duty (e.g., armorers, quarter-
Nation builder 116 masters, cooks).
Prerequisite: Warrior level 1.
Benefit: Peasant levies receive Craft (Int), Listen (Wis), Pro- appendices
fession (Wis), and Spot (Wis) as class skills.
practitioners of divine magic receive a +2 bonus to Will saving
Equipment: Most soldiers of this sort are typically poorly throws related to fear or morale.
equipped, with little more than padded armor, one or two
simple weapons, and perhaps a wooden shield. Levies with counterfeiting
some combat experience, those who have had opportunities
to pillage battlefields, military craftsmen and tradesmen, and Methods for creating ersatz versions of legitimate currency
leaders might have somewhat better equipment. Less-well are almost limitless, and depend on the type of currency
equipped levies might have no armor and be armed only with being counterfeited. In general, however, a character wishing
clubs, quarterstaves, slings, or tools. to create counterfeit versions of any particular legal tender
must generally make either a Forgery (DC 20) or Craft (Gem-
Special: Peasant levies receive just Light Armor, Shield, and cutting) skill check. Depending on the nature of the counterfeit
Simple Weapon proficiencies, and give up the Medium Armor, and the method employed to create it, however, several sorts of
Heavy Armor, and Martial Weapon proficiencies in exchange Craft or perhaps even a relevant Profession might be appropri-
for their expanded skill set. This makes them inferior to most ate. For example, a GM and player might agree that Craft
other Warriors but superior to the vast majority of Commoners. (Jewelrymaking) might be an appropriate skill for a character
who wants to create counterfeit gold coins that contain only a
Subtype: Provost small portion of real gold. Regardless of the specific form of
counterfeiting employed, a character generally has to expend
Provosts are military policemen, charged with maintaining resources equal in value to about 1/3 the value of the false
order on military bases and surrounding communities fre- currency he wishes to create.
quented by soldiers, operating prisoner stockades, apprehend-
ing deserters, and sometimes even forcing recalcitrant soldiers Detecting a counterfeit typically requires a successful
into combat. They are generally familiar with the use of mana- Appraise (DC 20) skill check. This check should receive a +2
cles, cells, and other forms of restraint and confinement. This synergy bonus if the character has 5 or more ranks in any of the
subtype can also be used for city watchmen. skills used to create either legitimate or bogus currency.
Benefit: When using bludgeoning weapons designed to Nations can employ a number of countermeasures to foil
inflict normal damage, provosts suffer only a –2 penalty on counterfeiting, ranging from mundane steps like high crafts-
attacks intended to inflict non-lethal damage (rather than the manship to magical effects like Harden Metal*, which can
usual –4). Provosts also receive a +2 bonus on Grapple checks. make coinage harder to duplicate or deface. In any case, such
measures will not usually be adopted until a problem with
Equipment: When performing routine duties—like patrol- currency falsification has been detected.
ling taverns frequented by military personnel—provosts tend
to protect themselves with light armor and wooden shields Example
and to bear weapons like saps, quarterstaffs, and clubs. When Thera’s first line of defense against counterfeiting is to mint
mobilized for combat duties (e.g., putting down riots, directing coins from dies of excruciatingly high quality. Creating dies of
movement of supply trains to battlefields), they often upgrade comparable quality requires a Craft (Gemcutting) skill check
to medium or heavy armor and may augment their armaments of DC 50, and anything short of this is added to the chance
with missile weapons like crossbows. that coins minted from the bogus dies will be detected as
counterfeits (e.g., if the prospective counterfeiter rolls a total
Such troops might also have horses and be trained to patrol of just 28 on this skill check, all attempts to recognize any
and conduct their duties while mounted (i.e., allocate skill resulting coinage as bogus are made at +22 to the DC 20
points to Ride). Appraise check).
Subtype: Templar [General] Coins minted by the Magocracy of Babylon, on the other
hand, are enchanted so that whenever spells like Detect Magic,
Templars are soldiers devoted to serving, defending, and Numinomancy*, or Read Magic are cast on one, a glowing
propagating a particular religion. They often serve as temple rune of authenticity appears that provides precise minter’s
guards and in the retinues of Clerics, Druids, Paladins, and information, such as weight and purity of metal content.
High Priests.
Perhaps most uniquely, each of the silver, gold, and platinum
Prerequisite: Wis 12+. (but not copper) coins produced by the Necrocacy of Gades
Benefit: Templars receive Knowledge (Religion) as a class has a tiny fragment of animated bone imbedded within it
skill. and will have an aura similar to that of an undead creature
Equipment: Because they are based in temple complexes if scanned with the spell Detect Undead. Successful turning
and do not generally travel, Templars will typically use the adequate to actually destroy undead creatures of 1 HD or more
heaviest sorts of armor and shields available. Their primary will remove this effect from all such coinage within 60 feet (but
weapons will typically be whatever favored weapon is associ- will not actually harm the coins themselves).
ated with their deities (e.g., a trident for Poseidon). They usu-
ally wear holy symbols or display them on their shields and Nation Builder 117
armor.
Special: Templars will only be attracted to patrons or
employers of identical alignment, deity, and religion. Those
led by such characters who are higher ranking Templars or
Gary Gygax’s Nation Builder
aPPENDIX c: MAGIC
Religious Titles Mother Superior (Adp, Ari, Clr, Mnk)
Mufti (Ari, Clr, Pal)
The table below lists several possible titles for clergy Parson (Clr, Com, Exp)
within a religion, and their relative ranks. Female forms, if Pastor (Clr, Exp)
applicable, are provided after a slash mark. Along with each Priest/Priestess (Adp, Clr)
title are abbreviations of the d20 character classes most often Rabbi (Clr)
associated with it: Adp—Adept, Ari—Aristocrat, Brd—Bard, Reverend (Adp, Clr)
Clr—Cleric, Com—Commoner, Drd—Druid, Exp—Expert, Shaman (Clr, Drd)
Mnk—Monk, Pal—Paladin. Speaker (Ari, Brd, Clr, Exp)
4 A clergyman with a somewhat larger area of responsibil-
Of course, these are only suggestions, and actual titles can ity or a specific job.
vary greatly from religion to religion. In some religions, for Abbot/Abbess (Ari, Clr)
example, “Elder” and “Saint” are titles applied only to the Celebrant (Adp, Brd, Clr)
most venerated or exemplary members, while in others they Chief Priest (Adp, Clr)
are simply applied to everyone. If you want to build a religion Curate (Adp, Clr, Exp)
around the concept of a “High Shaman” rather than a high Dean (Ari, Exp)
priest or pontiff, go right ahead. Or perhaps you envision a Guardian (Drd, Mnk, Pal)
religion of wandering brothers, each completely autonomous, Monsignor (Ari, Clr)
with no one ever advancing above another. Or perhaps the Oracle (Adp, Clr)
majority of your religious hierarchy is made up of administra- Presbyter (Brd, Clr)
tive clergy, with only a few Clerics at the very top. The pos- Rector (Ari, Exp)
sibilities are only as limited as you choose to make them. Suffragan (Adp, Brd, Mnk, Pal)
Vicar (Ari, Clr, Exp)
Religious Titles & Relative Ranks 5 A clergyman who oversees the activities of those under
him.
1 Average man-on the street, member of a religion, but not Archpriest/Archpriestess (Adp, Clr)
a clergyman. Bishop (Ari, Clr)
Canon (Adp, Clr)
Congregant (Any) Llama (Clr, Mnk)
Faithful (Any) Mullah (Clr, Pal)
Layperson (Any) Prelate (Ari, Clr, Exp)
Sufferer (Any) Vicar General (Ari, Clr, Exp, Pal)
2 Low-level clergy charged with teaching the congregation 6 A clergyman in charge of a large area, sometimes an
or aiding higher-level Clerics. entire nation.
Acolyte (Adp, Clr) Archbishop (Ari, Clr)
Aspirant (Adp, Clr) Primate (Ari, Clr)
Brother/Sister (Adp, Clr, Mnk, Pal) Voice (Ari, Brd, Clr)
Deacon/Deaconess (Exp) 7 A very high-ranking Cleric within a very large organiza-
Devout (Adp, Clr) tion, or the head of a slightly smaller one.
Initiate (Adp, Clr) High Lama (Clr, Mnk)
Elder (Com, Exp) High Priest (Clr)
Friar (Clr, Mnk) Patriarch/Matriarch (Ari, Clr)
Lay Brother (or Sister) (Com, Exp) Prophet/Prophetess (Brd, Clr, Drd)
Neophyte (Adp, Clr) 8 A very high-ranking Cleric, usually on a council of some
Novice (Adp, Clr) sort.
Ordinand (Adp, Clr) Cardinal (Clr)
Ovate (Adp, Clr) Elector (Ari, Clr, Exp)
Preacher (Brd, Clr, Exp) Saint (Adp, Clr)
Seeker (Clr, Mnk, Pal)
Sufi (Clr, Mnk)
3 The archetypal clergyman of a local area.
Chaplain (Clr, Exp, Pal)
Ecclesiastic (Brd, Clr)
Father/Mother (Adp, Clr)
Guide (Clr, Mnk)
Minister (Com, Exp)
Nation builder 118
9 The ultimate authority of the religion on the material appendices
plane, almost always a Cleric, but sometimes clergy.
very much in the physical world, a monk’s sensibilities usually
Grand High Priest (Clr) tie him closely to his religion. While the Monk as presented
Metropolitan (Ari, Clr) certainly seems to suggest an eastern style of religion and
Pontiff (Clr, Exp) thought, it is not at all inappropriate for a western style reli-
Pope (Ari, Clr) gion, or even a primitive one, to have an order of battle-
Psychopomp (Ari, Brd, Clr) brothers, dedicated to protecting the faithful.
10 Deity Paladin: The holy warrior has a place in almost any religion.
Demigod Within the organization of a religion, Paladins are granted a
God, A deity Itself very high level of authority over the congregants, but must usu-
ally still answer to higher-ups, who may not even be Clerical
Classes in Religious Hierarchies characters at all, but clergy with their own purposes. This can
make for some very interesting role-playing, as the Paladin
In the table above, the character classes listed for some of balances his oaths to both his god and his church.
the various titles may seem surprising, so the religious roles of Ranger: Although generally associated with the extermination
each class is expanded on here. of various annoying monsters, Rangers are, nonetheless, repre-
Adept: Adept’s roles are pretty much exactly as they are laid sentatives of the divine, and might serve as a field ministry in
down in the game. They are minor divine spellcasters, and the absence of other clergy. Only rarely, however, will such
are generally only associated with the temples of humanoids, characters actually establish and run temples and the like.
sects, and backwater areas. Alternately, they can also be used
to fill out the ranks of a temple (but, if this is done, should Pantheon-Specific Temple
probably be given a bonus feat, such as Scribe Scroll, rather Objects and Furnishings
than the Summon Familiar special ability). In any case, this
class is not very useful for PCs. In addition to the general sorts of items that might be
Aristocrat: Many Aristocrats, their families unsure of what to found in temples of many lands and gods, there are also
do with them, end up in the clergy. Aristocrat clergy may use many objects, furnishings, and other items—many of a ritual
their great wealth to improve their own comfort, to finance nature—that might be found only in the temples of specific
religious structures, or even to help the needy in their parishes. deities or pantheons. These are in addition to standard items,
Bard: While most people think of Bards as entertainers, their like a deity’s holy symbol, and might either be in plain sight or
historical antecedents are closer to priests. A Bard clergyman secreted away in special areas, depending on their use. Some
has a knack for riling up a congregation, sometimes with inspi- 85% of such items radiate divine magic and the moral bent
rational song, sometimes with “fire and brimstone” sermons. of the deity (or the followers who created them), and 40% of
those items will have additional magical properties.
Game Masters can create their own lists of pantheon-specific
temple furnishings in order to give their holy sites more of a
unique character.
Cleric: Naturally, the Cleric is what most people see when Example
they think of a member of the clergy. While they come in many Following are furnishings and objects that might be found in a
forms and guises, the Cleric’s role remains largely the same. Theran temple dedicated to one of the Olympian deities (or, for
Commoner: Having little or no authority of their own, Com- that matter, a Classical Greek or Roman temple). Deities those
moners can nonetheless sometimes serve as assistants to full- items are often affiliated with are listed in parentheses, which
fledged Clerics and other clergy. can help Game Masters create their own lists of pantheon-spe-
Druid: While traditionally conceived of as being on their cific temple furnishings. Note, however, that any of these items
own, Druids can sometimes be found as a small community’s could have magical properties, that the properties for those
spiritual leader, particularly in wilderness or primitive areas. given could be profoundly different, and that the examples
Expert: Especially in religions with large bureaucracies, spe- given are not any more or less likely to than the others.
cialized Experts are needed to keep the wheels of the organiza-
tion rolling smoothly. Experts may also serve as non-magical Aegis (Athena)
healers and investigators attached to departments within a large Animals
religious organization, such as an inquisition.
Monk: While their combat-oriented class benefits may cause Deer (Artemis)
some to forget, monks originated in religious organizations Dog, three-headed (Hades)
seeking to foster enlightenment. While their abilities are still Eagle (Zeus)
Horse (Poseidon)
Ox (Demeter)
Owl (Athena)
Peacock (Hera)
Ram (Ares)
Nation Builder 119
Gary Gygax’s Nation Builder confirmed in large part by the fact that it is wrapped in swad-
dling. Anyone participating in a one-hour ritual led by a priest
Bow (Artemis, Apollo) of Zeus involving this idol will for 30 days thereafter receive
Caduceus (Hermes) +2 on all attack and skill check rolls directed against giants.
Forge (Hephaestus)
Grain (Demeter) Shroud (of Hades): If wrapped around a mostly-intact
Hearth (Hestia) corpse, this black sheet of cloth will empower a divine spell-
Lion pelt (Hercules) caster devoted to Hades to cast Speak with Dead up to once per
Lightning bolts, tin (Zeus) week. Targets of alignments different from the caster receive
Mirror (Aphrodite) –1 for every level of the Cleric over 3rd level on Will saves to
Pomegranates (Persephone) resist answering questions.
Seashell (Aphrodite)
Sculpture of an infant (Zeus) High Magic Class & Game Effects
Shroud (Hades)
Spear (Athena, Ares) Decrease all Spellcraft and Knowledge DCs related to magic
Syrinx (Pan) by 5, decrease the prices of all magic items—including cre-
Talaria (Hermes) ation costs and times—by 50%, and apply the following class
Thyrsus (Dionysus) effects for characters native to a High Magic setting. In cam-
Trident (Poseidon) paigns in which High Magic regions are very small (e.g., a
Turtle-shell lyre (Apollo) single city), class effect modifiers apply only to characters
or creatures native to such regions and only while they are
Descriptions for typical magical versions of such items are operating within them.
described below.
Aegis (of Athena): This +2 Heavy Steel Shield is embla- Adept, Aristocrat, Commoner, Expert, Warrior: +1 on
zoned with the image of a medusa. It bestows a +4 bonus on saving throws versus magic.
Intimidate skill checks and allows a worshipper of Athena to
cast the spells Bane, Cause Fear, and Doom at +2 to her level. Barbarian: +1 on saving throws versus magic. Can super-
naturally “detect magic” once per day as a Cleric (caster level
Caduceus (of Hermes): This finely crafted rod is inter- equal to levels of Barbarian).
twined with a pair of stylized snakes. When grasped by a wor-
shipper of Hermes, it will bestow upon him +5 circumstance Bard: +1 on saving throws versus magic. May choose to
bonus on all Diplomacy skill checks (+10 if a Cleric). If replace one of his known Bard spells at each spell level with
anyone grasping the caduceus knowingly tells a lie, one of the a non-bard spell from the Wizard list (e.g., a 5th level bard
snakes will animate and sink its fangs into his wrist, inflicting could potentially cast Acid Splash, Magic Missile, and Knock
1 hit point of damage and injecting poison (Fortitude save DC in place of three bard spells).
24, initial damage 3d6 Cha, secondary damage 3d6 Con).
Cleric: +1 on saving throws versus magic. Gains one addi-
Horse (of Poseidon): This beloved creature dwells within a tional domain (for a total of three) and one additional use of a
temple to his patron and has all the characteristics of a celestial domain spell at each spell level (e.g., a 5th level Cleric could
heavy warhorse with maximum hit points, except as noted: cast two domain spells of levels one, two, and three per day).
Speed: 60 ft., Int 6, Wis 16, Cha 18, Swim +25. It is a good-
natured beast and has been known to assist and even adventure Druid: +1 on saving throws versus magic. Gains access
with worshippers of its deity. to any one of the Air, Animal, Earth, Fire, Plant, or Water
domains. Gains the domain granted power and the ability to
Mirror (of Aphrodite): When used as a divine focus for the cast the domain spell as if a Cleric of the appropriate level
spell Eagle’s Splendor, this sacred mirror bestows upon the (e.g., a 5th level Druid who chose the Fire domain could
caster an additional +1 to Charisma for every two levels of the rebuke or command fire creatures a total number of times per
caster over 3rd. day equal to 3 + his Ch. modifier and could cast Burning
Hands, Produce Flame, and Resist Energy (cold or fire) once
Pomegranate (of Persephone): This fruit is grown in a each per day.
grove near the temple of Persephone and its powers activated
when Bless is cast upon it by one of the goddess’ priests. After Fighter: +1 on saving throws versus magic. Gains Knowl-
this is done, one seed per level of the Cleric will thereafter edge (Arcane) and Use Magic Device as class skills.
bestow Darkvision and Protection from Evil upon anyone who
eats them. Each of these effects will persist for one hour per Monk: +1 on saving throws versus magic. Gains Spellcraft
level of the caster. and Use Magic Device as class skills.
Sculpture (of the Infant Zeus): This crude, ancient stone Paladin: +1 on saving throws versus magic. Gains access
idol is barely recognizable as a baby, an impression that is to any one of the Good, Law, Protection, Strength, or War
Nation builder 120
domains. Gains the domain granted power and the ability to appendices
cast the domain spell as if a Cleric of the appropriate level
(e.g., a 5th level paladin who chose the War domain would gain fact, I just converted today!”)—which effectively quadruples
the feat Weapon Focus (deity’s weapon) and could cast Magic it given the aforementioned 100% Low Magic markup—and
Weapon, Spiritual Weapon, and Magic Vestment once each per spells above 5th level are never available to them. Certain
day). Usual Wisdom prerequisites apply. Clerics (e.g., worshippers of Hermes, god of Commerce) might
make exceptions, but will certainly charge even higher fees
Ranger: +1 on saving throws versus magic. Gains Knowl- (e.g., 10 times the normal cost). Clerics and Druids will not
edge (Arcane) and Use Magic Device as class skills. knowingly violate these strictures, but might be deceived by
wily characters. If they discover such a deception, however,
Rogue: +1 on saving throws versus magic. Gains Knowledge most clergy will pursue great lengths to punish those involved.
(Arcane) and Spellcraft as class skills. May opt to expend two
skill points (only) per level in return for the ability to cast a Apply the following class effects for individuals native to a
single Bard spell once per day. Only one spell of each level Low Magic setting. In campaigns that feature small pockets
may be selected. Normal Charisma prerequisites. For example, of Low Magic in an otherwise normal setting, class effect
a 5th level rogue with at least a 12 Charisma could have traded modifiers apply only to characters or creatures native to such
a total of six skill points for the ability to cast Resistance, regions. These effects persist, however, even if such characters
Magic Mouth, and Blur each once per day. or monsters venture out of the low-magic area in question.
Sorcerer: +2 on saving throws versus magic. May exchange Adept: No longer available.
one spell per level (instead of every other level) beginning at Aristocrat, Commoner, Expert, Warrior: No change.
level 2. Barbarian: No change.
Bard: Lose ability to cast spells and lose the Song of Free-
Wizard: +2 on saving throws versus magic. +2 to caster dom, Suggestion, and Mass Suggestion bardic music abilities.
level for purposes of spell penetration. All other bardic music abilities become Extraordinary rather
than Supernatural abilities. To compensate for the loss of
Low Magic Class and Game Effects spell ability, Bard hit points increase from d6 to d8 and pro-
Increase all Spellcraft and Knowledge DCs related to magic ficiency with all martial weapons is gained. Additionally, a
by 5 and increase the costs and prices of all magic items Fighter bonus feat (excepting weapon specialization) is gained
(including creation costs and times) by 100%. Note, however, at levels 2, 8, 14, and 20.
that magic items are generally not actually available for sale Cleric: Lose the ability to cast free domain spells; must be
at any price. memorized as if any other spell. Ability to spontaneously cast
All spells take at least a full-round to cast (i.e., spells that had Cure or Inflict spells is lost. Speed of turning or rebuking
a casting time of 1 standard action are now 1 full round action), is slower and becomes a full-round action. Spell progression
and certain spells (e.g., Discern Location) may take longer. changes according to the below table.
Quickened spells may still be cast as free actions. To compensate for these losses, Clerics gain proficiency
All spells require a material component worth at least 1gp in one martial weapon (typically with their deity’s favored
per spell level. Game Masters can create specific requirements weapon), 4 + Int modifier skill points per level, and gain Bluff
(e.g., zombie dust, liquid mercury, ground pepper) if they and Sense Motive as class skills. At 6th level, they gain the
enjoy detail, or just require casters to pay as they cast. Leadership feat as a bonus feat, typically gaining 1st level
Arcane magic items that replicate spells have a base chance Clerics or Fighters as followers upon reaching a modified
of failure each time they are used equal to 25% - the Caster Leadership score of 10).
Level of their creator. Druid: Spell progression is reduced, as indicated on the
Spell-casting Clerics and Druids are very rare; they are typi- table for Low Magic Clerics, above. Druids lose the ability to
cally referred to as “the Chosen” or something similar. Most spontaneously cast Summon Nature’s Ally spells and may use
clergy are actually are non-spellcasting Experts or members of wild shape only once per day regardless of level.
other classes with appropriate skill selections (e.g., Alchemy, To compensate for these restrictions, Druids gain proficiency
Craft, Decipher Script, Diplomacy, Heal, Knowledge (Reli- with all martial weapons and may use metal weapons freely
gion), Profession, Sense Motive, Use Magic Device (Divine (although they are still restricted to non-metallic armors).
Magic), Survival). Additionally, they gain 6 + Int modifier skill points per level.
Clerics offer sales of divine magic only to worshippers of Fighter: No change.
their deity or a closely allied deity (e.g., Clerics of Thor might Monk: Use of Monks in Low Magic settings is not rec-
sell to worshippers of Sif, his wife), and never in a portable ommended. Instead, substitute a fighter who favors unarmed
form (e.g., a party might be able to pay a Cleric of Apollo to combat and feats that enhance it.
cast Raise Dead in the temple of his deity upon a follower of
Artemis, but will not ever find a potion of Cure Light Wounds
for sale). Cost of divine magic is doubled for characters merely
paying lip service (e.g., “Sure, I worship Odin! As a matter of
Nation Builder 121
Gary Gygax’s Nation Builder
——––———————Cleric Spells per Day————————— progression table:
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th To compensate for these
1 3 1 — — — — — — — — deficiencies, Sorcerers gain 4
2 4 2 — — — — — — — — + Int skill points per level,
3 4 3 — — — — — — — — a single martial weapon profi-
4 4 4 1 — — — — — — — ciency, and a d6 for hit points
5 4 4 2 — — — — — — — rather than a d4.
6 4 4 3 1 — — — — — —
7 4 4 4 2 ——————
8 4 4 4 3 1 — — — — — Wizard: Spell progression is
9 4 4 4 4 2 — — — — — reduced, as indicated on the
10 4 4 4 4 3 1 — — — — table for Low Magic Clerics,
11 4 4 4 4 4 2 — — — — above. Spell failure is a flat
12 4 4 4 4 4 3 1 — — — 25% - Caster Level + Armor
13 4 4 4 4 4 4 2 — — — Penalty (if appropriate), rolled
14 4 4 4 4 4 4 3 1 — — each time a spell is cast. All
15 4 4 4 4 4 4 4 2 — — Wizards must specialize. If a
16 4 4 4 4 4 4 4 3 1 — character’s non-Wizard levels
17 4 4 4 4 4 4 4 4 2 —
18 4 4 4 4 4 4 4 4 3 1 ever exceed his Wizard levels,
19 4 4 4 4 4 4 4 4 4 2 he may no longer gain levels
20 4 4 4 4 4 4 4 4 4 3 as a Wizard.
To compensate for this,
Wizards gain 4 + Int modifier
skill points per level, proficiency with all simple weapons, and
Paladin: Use of Paladins in Low Magic settings is not recom- a d6 for hit points.
mended. Instead, substitute a lawful good Cleric or Fighter
who has faith and commitment to truth and justice.
SPELLS
Ranger: Rangers lose the ability to cast spells. To compensate Copy
for this, they gain a d10 for hit points rather than a d8. Transmutation
Rogue: No change. Level: Brd 2, Sor/Wiz 2
Sorcerer: Lose the ability to substitute spells. Spell failure is Components: V, S, M
a flat 25% - Caster Level + Armor Penalty (if appropriate), Casting Time: 1 minute
rolled anytime a spell is used. If a character ever gains more Range: Touch
levels in another class than the number he has a Sorcerer, he Targets: Up to one page/level
may no longer advance as a Sorcerer. Use the following spell Duration: Permanent
Saving Throw: None
Spell Resistance: No
Level 0 ––—— Sorcerer Spells per Day ——–— 6th 7th This spell allows a caster to make exact
1 2 1st 2nd 3rd 4th 5th — — copies of both arcane and mundane written
2 3 ————— — — materials, up to one page of mundane material
3 4 1 ———— — — per caster level and up to one spell of any
4 5 1 ———— — — level per casting. In order to successfully copy
5 5 2 ————
6 5 2 1 — — — — — a spell, however, the caster must be of a level at
7 5 3 1 — — — — — least equal to that of the spell in question (e.g.,
8 5 4 2 1 — — — — caster level 9 or higher in order to copy a 9th
9 5 5 2 1 — — — — level spell).
10 5 5 3 2 — — — — Explosive Runes, Glyphs of Warding, and
11 5 5 4 2 1 — — —
12 5 5 5 3 1 — — — the like can be copied and subsequently deci-
13 5 5 5 4 2 — — — phered with Read Magic or a Spellcraft check
14 6 5 5 5 2 1 — — with a DC equal to 20 plus the level of the
15 6 5 5 5 3 1 — — spell. Copies of such writings, however, are
16 6 6 5 5 4 2 — — completely inert and harmless.
17 6 665521— Arcane Material Component: Sufficient ink
18 6 6 6 5 5 3 1 — and adequate parchment or the like, equal in
19 6 6 6 5 5 4 2 — value to 1 gp per page copied. A spell takes up
20 6 6 6 5 5 5 2 1 a number of pages equal to its level (and one
6 6 5 5 5 3 1 for 0 level spells).
Nation builder 122
appendices
Arcane Focus: A small silver mirror of exceptional quality Numinomancy
worth at least 20 gp, which is passed over the copied pages Divination [Earth]
during the casting of the spell. Level: Brd 1, Clr 1, Sor/Wiz 1
Fool’s Metal Components: V, S, M/DF
Transmutation [Earth] Casting Time: 1 standard action
Level: Brd 2, Sor/Wiz 2 Range: Touch
Components: V, S, M Targets: One object touched/level
Casting Time: 1 minute Duration: 1 minute/level
Range: Touch Saving Throw: None
Targets: Metal objects totaling up to 80 pounds/level Spell Resistance: No
Duration: 1 hour/level
Saving Throw: None This spell will reveal detailed information about precious
Spell Resistance: No metals in the form of minted coins, ingots, medals, and the
like, and may divine the mundane properties of up to one
This spell allows a caster to transform one sort of metal object per level of experience. The caster must concentrate
into other, for purposes of making it look either more or less on each such item for a full minute, during which he will
valuable. Items transformed must all be of the same sort of be able to glean the following pieces of information: precise
metal (e.g., copper, iron, lead) and may have a total weight of weight, metal type and composition, intrinsic value (i.e., base
up to 80 pounds per experience level of the caster. Thus, chests value of the metal(s) in question), geographical origin of the
of copper coins could be changed into counterfeit gold coins, a metal(s), and approximate date of minting. It cannot determine
bronze statue could be transmuted into one of silver, and a case any magical properties of objects, nor such things as who
of silver plate could be temporarily disguised as brass. minted them or why. Use of this spell will grant a +5 circum-
stance bonus of Appraise skill checks used to determine the
A successful Appraise skill check with a base DC 20 will value of an object upon which it has been cast.
reveal the true nature of the transmuted materials—or, at the
least, that they are not actually made of the precious metal they Arcane Material Component: Powdered gemstone worth at
seem to be. Each level of the caster adds +1 to this DC. least 10 gp, made into an infusion with water or wine and
consumed just prior to casting.
Arcane Material Component: Powdered precious metals of
the type into which the metal is being transformed or from Tracer
which it is being transformed, whichever is more valuable. Divination
Cost of this metal is equal to 4 sp for every 80 pounds trans- Level: Brd 3, Clr 3, Sor/Wiz 3
formed if silver, 4 gp for every 80 pounds if gold, and 4 pp for Components: V, S, M
every 80 pounds if platinum. Casting Time: 1 action
Harden Range: Touch
Transmutation [Earth] Targets: One object
Level: Brd 2, Clr 2, Sor/Wiz 2 Duration: Permanent
Components: V, S, M Saving Throw: None
Casting Time: 1 minute Spell Resistance: No
Range: Touch
Targets: Metal objects totaling up to 40 pounds/level This spell can be used to permanently emblazon any solid
Duration: Permanent object with an invisible mark (which can be seen by others
Saving Throw: None with the proper spells or abilities). Once an item has been so
Spell Resistance: No marked, the spellcaster who placed it need merely concentrate
upon it to know its general direction, if it is within 400 feet
This spell can be used to harden relatively soft metals like plus 40 feet per his caster level.
copper, silver, and gold, and is used primarily to enhance the
durability of coinage, jewelry, and other items. Such items gain If the caster subsequently uses Locate Object to visualize an
hardness 10—equal to that of iron—and twice as many hit item he has so marked, the range of this spell will be doubled.
points as usual. This effect is permanent until dispelled or until Another spellcaster can also avail himself of this enhancement
the metal is recast. Note that 40 pounds of metal is equal in of Locate Object if he is explicitly familiar with both the
weight to 2,000 coins. marked item and the form of the Tracer used (e.g., if he knows
it has been cast upon a particular sort of coin and has studied
Arcane Material Component: 10 gp worth of powdered ada- the Tracer in a government manual of accepted mint marks).
mantine for every 40 pounds of metal hardened, which is
sprinkled over the target object(s) during the casting. If the Tracer is removed from an item (e.g., with Dispel
Magic), any of the benefits of the spell will also disappear.
Arcane Material Component: A specially prepared ink, cost-
ing at least 3 gp to compound, that is used to trace the desired
mark upon the object in question.
Nation Builder 123
Gary Gygax’s Nation Builder
aPPENDIX D: NEW MONSTERS
AUROCHS Special Attacks: Shear, Reach
Large Animal Special Qualities: Evasion
Hit Dice: 6d8+24 (51 hp) Saves: Fort +7, Ref +3, Will +2
Initiative: +4 Abilities: Str 18, Dex 10, Con 18, Int 2, Wis 12, Cha 4
Speed: 40 ft. (8 squares) Skills: Hide +10, Spot +1, Swim +15
Armor Class: 14 (–1 size, +5 natural), touch 9, flat-footed 14 Feats: Power Attack, Weapon Focus (Bite)
Base Attack/Grapple: +4/+16 Environment: Aquatic, Subterranean
Attack: Gore +11 melee (1d8+12) Organization: Solitary or bale (1d4+1)
Full Attack: Gore +11 melee (1d8+12) Challenge Rating: 2
Space/Reach: 10 ft./5 ft. Advancement: 1 HD (Small), 2 HD (Medium), 3–6 HD
Special Attacks: Stampede, Trample
Special Qualities: Low-Light Vision, Scent (Large), 7-10 HD (Huge), 11-14 Gargantuan
Saves: Fort +10, Ref +5, Will +2 Level Adjustment: —
Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4
Skills: Listen +8, Spot +6 Giant snapping turtles are temperamental reptiles that, with
Feats: Alertness, Improved Initiative, Power Attack a number of variations, can be found in lakes, rivers, swamps,
Environment: Temperate plains and subterranean areas almost everywhere. While they usually
Organization: Solitary or herd (6–36) only prey upon creatures smaller than themselves, they are
Challenge Rating: 3 easily annoyed, and will attack anyone who pesters them.
Advancement: 7–9 HD (Large) Such creatures are generally about 6 to 10 feet in length and
Level Adjustment: — weigh up to 1,000 pounds when full grown. There are some,
Historically native to Europe and Southwest Asia, the however, that can be smaller than this and others, whether
aurochs was a fearsome prehistoric ancestor of domesticated older individuals or members of separate subspecies, that can
cattle, a sort of dangerous “dire cattle” that was hunted by the be considerably larger.
bravest—or most desperate—of ancient peoples. Such beasts Combat
generally stood more than 6 feet tall at the shoulder, were
covered with shaggy hair, were armed with long, sharp horns, With a razor-sharp beak and a heavy, armored shell into
and could weigh more than a ton. which it can withdraw for cover, a snapping turtle has a good
Combat combination of offensive and defensive capabilities, making
Like other herd animals, aurochs are especially vigilant when it a potentially dangerous opponent. It also has a reasonable
protecting their young and during mating season. These tem- chance of attacking by surprise, snapping at creatures who
peramental dire beasts tend to be highly aggressive under the have inadvertently irritated it.
best of circumstances, however, and are likely to charge any
creatures they regard as threatening or annoying. Shear (Ex): A snapping turtle scores a threat on a natural
Stampede (Ex): A frightened or annoyed herd of aurochs roll of 18 or higher, inflicting double damage on a critical hit.
flees as a group in a random direction, possibly even toward a Furthermore, anyone suffering a critical hit from such a beast
perceived source of danger. In such a case, these great beasts must make a Fortitude saving throw (DC 13) or have a hand,
will literally run over anything of Large size or smaller that foot, or other appropriate appendage sheared off. This saving
gets in their way, dealing 1d12 points of damage for every throw is Strength-based.
four aurochs in the herd (Reflex DC 20 half ). The save DC
is Strength-based. Reach: A giant snapping turtle can extend its neck up to 10
Trample (Ex): A charging aurochs can trample opponents in feet, attacking with its bite as with a reach weapon. This ben-
its path, inflicting damage of 2d6+12, with a Reflex save for efit cannot be used by Small or Medium turtles, and increases
half damage (DC 23, Strength-based). to 15 and 20 feet for Huge and Gargantuan turtles, respectively.
SNAPPING TURTLE, GIANT
Large Animal Evasion (Ex): On a successful Reflex saving throw against an
Hit Dice: 3d8+12 (25 hp) attack that would normally deal half damage on a successful
Initiative: +0 save, a snapping turtle instead takes no damage. A helpless
Speed: 15 ft. (3 squares) snapping turtle does not gain the benefit of evasion.
Armor Class: 21 (–1 size, +12 nat.), touch 10, flat-footed 21
Base Attack/Grapple: +2/+5 Skills: A snapping turtle receives a +8 racial bonus on Hide
Attack: Bite +6 melee (1d12+4/18-20) checks in rocky terrain or water (which, for most, is somewhat
Full Attack: Bite +6 melee (1d12+4/18-20) offset for size). It also receives a +8 racial bonus on Swim
Space/Reach: 10 ft./10 ft. skill checks and can always take 10 on such checks, even if
distracted or endangered.
Nation builder 124
appendices
aPPENDIX E: ENCOUNTER TABLES
When designing nation-specific encounter tables, GMs add or subtract the result to the encounter check to increase the
should ensure that they take into account such things as the chance that is the one the players will get.
economic base and social structure of the nation, monsters 1-30 No Encounter
indigenous to the region, and political conditions that could 31-33 Foreign Raiders
manifest themselves in encounters (e.g., raiders from neighbor- 34-39 Foreign Patrol
ing nations). 40-42 Aurochs
43-54 Farmers
It is advised that GMs keep three or more Non-Player Char- 55-60 Foragers
acter parties readily available for use when called for in such 61-66 Hunters
random encounters. This sort of advance preparation can make 67-72 Characters
such encounters much more enjoyable and impressive for the 73-78 Game Animals
players, and much less stressful for the Game Master. Simi- 79-84 Boar
larly, it can be useful to generate and have handy sample 85-87 Dire Boar
various generic characters of the sorts most likely to be 88-90 Leopard
encountered in the nation in question (e.g., 1st level Warriors 91-100 Special
for hunters).
No Encounter: While the party sees normal birds, animals,
Similarly, while the Urban Encounters table presented in and perhaps even local people from a distance, they do not
the DMG can be useful for generating quick encounters for actually come into contact with anyone (unless going out of
characters adventuring in settled areas, it has its limitations. their way to do so).
Conscientious Game Masters will want to create tables that
take into consideration the unique attributes of their own cam- Aurochs: The party encounters a herd of primeval dire cattle.
paign’s cities—or even major quarters within those cities— (These dangerous beasts, hunted by the bravest warriors of
adding or deleting item from the default table as needed. Chatal Hueyuek, are described in the appendix on monsters in
Dueling, for example, may actually be illegal in some urban this book).
areas, and not encountered on their streets any more often than
on our own. Attacks by feral animals, on the other hand, were Boar: Such creatures will usually ignore or try to retreat
a persistent hazard in urban areas right up until modern times, from people, fighting only if cornered or seriously provoked.
and might play a significant role in the encounter tables of
some cities. Characters: The party encounters another group of charac-
ters that is up to one larger or one smaller than their own, but
Factors that influence whether an adventuring party has an with total equal levels. This party is 80% likely to be made up
encounter might also be different from city-to-city. In a major of locals, 10% likely to be agents of the surrounding Tetrarchy
metropolitan trading port, for example, it probably matters of Anatolia, and 10% likely to simply be adventurers of some
very little whether or not the player characters are native born sort.
or not. In an isolated, xenophobic state, however, being a
stranger might constitute a distinct disadvantage. Dire Boar: These mean-spirited brutes are much more likely
than their smaller brethren to cause problems to those who
Following are three sample encounter tables, two for regions annoy or provoke them.
in the Thera campaign world—Chatal Hueyuek, an agrarian
state in Asia Minor, and Uxatan, a nation of Lizardfolk that
dominates a huge jungle peninsula on the far side of the ocean
stream—and one for a major independent citystate, Gades,
City of the Dead.
ENCOUNTERS FOR CHATAL HUEYUEK Farmers: The party encounters 3d6 humans (54%), dwarves
The following table can be used instead of generic encounter (36%), or a mixed group of both (10%), tending to their fields,
tables when characters are traveling or adventuring within the traveling to or from them, or otherwise engaging in something
roughly 740-square-mile area controlled by the peoples of related to agriculture. They are most likely to all be Warrior
Chatal Hueyuek (some 30 miles deep and 30 miles wide at its 1 of the Peasant Levy subtype (see Appendix II: Skills and
greatest extents). This area is bordered on the west, northwest, Feats), but might have one or more higher level characters with
and southwest by volcanic mountains, on the northeast and east them, at the GM’s option. They will likely be lightly armed and
by a pair of lakes and their contiguous marshes, and on the unarmored, and will likely retreat in the face of violence.
south by marshes, rolling plains, and forests.
Foragers: The party encounters 2d6 Humans (54%),
Roll morning, afternoon, and night, or anytime some event dwarves (36%), or a mixed group of both (10%), gathering
would make an encounter possible or attract attention to the wild fruit, nuts, herbs, mushrooms, or the like. This encounter
party. If actively seeking a specific sort of encounter (e.g., is otherwise just like Farmers, above.
game animals), a party can make a Spot check and the GM can
Nation Builder 125
Gary Gygax’s Nation Builder of encounter (e.g., Lizardfolk), a party can make a Spot check
and the GM can add or subtract their result to the encounter
Foreign Raiders: The party encounters a band of goblins, check to increase the chance that is the one the players will
hobgoblins, and or bugbears (80%), humans (15%), or a mixed get.
group of both (5%), with total HD equal to the total levels 1-30 No Encounter
of the party (e.g., 20 hobgoblins for a party of four 5th-level 31-33 Escaped Slaves
characters). This group is from the bordering Tetrarchy of Ana- 34-39 Slave Patrol
tolia and is en route to some mischief, such as burning down 40-42 Monkeys
outlying buildings, and will attack anyone they encounter. 43-48 Giant Spider
49-54 Giant Snapping Turtle*
Foreign Patrol: The party encounters a band of goblinoids 55-60 Foragers
(45%), humans (45%), or a mixed group of both (10%), with 61-70 Lizardfolk
total HD equal to half the total levels of the party (e.g., a pair 71-72 Couatl
of Bugbears or six humans warrior 1 for a party of four 3rd- 73-78 Game Animals
level characters). This group from the bordering Tetrarchy of 79-84 Leopard
Anatolia is gathering intelligence and will attempt to avoid or 85-87 Dire Ape
escape from conflict with anyone they encounter. 88-90 Displacer Beasts
91-100 Special
Game Animals: The party encounters one or more relatively
harmless game animals, most likely 1d6 deer, 2d6 gazelles, No Encounter: The party sees normal birds, animals, and
or 1d2 foxes, which will either try to Hide from the party perhaps even local lizardfolk or humans from a distance, but
or escape from it, as appropriate (fighting only if forced and do not actually come into contact with anyone (unless going
actually able to do so). out of their way to do so).
Hunters: The party encounters 1d6 humans (54%), dwarves Couatl: The party has been fortunate enough to attract the
(36%), or a mixed group of both (10%), in search of game on attention of one of the region’s few remaining couatl, which
returning from a hunt, successful or not. They are most likely were held in reverence by the original human population of
to all be Warrior 1 of the Peasant Levy subtype (see Appendix Uxatan. This creature will likely spot the party first, and
II: Skills and Feats), but might be higher level and might be led remain concealed until it has assessed the party’s purpose
by a character one or more levels higher, perhaps a Ranger or in the region. It will readily assist good-aligned characters
Fighter. They will most likely be heavily armed and equipped however it can, but it will not attack lizardfolk or their settle-
with light armor and maybe shields (depending on the game ments without good reason.
they are after), and will stand their ground against aggression
if they are able. Dire Ape: These mean-spirited brutes are very territorial,
and much more likely than their smaller brethren to cause
Leopard: As described in the Monster Manual. Note that problems to those who annoy or provoke them.
leopards are sacred to the people of Chatal Hueyuek and can
usually only be hunted by those entitled to wear the skins of
the beasts as part of their official regalia (e.g., Druids devoted
to the local volcano goddess).
Special: The party has a unique encounter of the Game Displacer Beasts: These fearsome predators are the top of
Master’s choosing, possibly something pertinent to the sce- the food chain in Uxatan, and even the lizardfolk view them
nario in question. Alternately, the GM can simply roll twice with fear, as they will definitely prey on humanoids, for sport
on the encounter table and somehow combine the results (e.g., if they are not hungry.
“Foreign Raiders” and “Farmers” could be combined to have
a band of hobgoblins leading a group of captured locals off Displacer Serpents: The party encounters one or more of a
into slavery). species of deadly serpent indigenous to these steamy environs.
(These horrible monsters are described in the appendix on
ENCOUNTERS FOR UXATAN monsters in this book).
The following table can be used instead of generic encounter
tables when characters are traveling or adventuring within Escaped Slaves: The lizardfolk of Uxatan still maintain a
the steamy reaches of Uxatan, a mixture of tropical jungle dwindling population of the original human race that built
interspersed with swamp regions in the lowlands. It lies on their civilization, now enslaved to serve their masters in any
the far side of the great ocean that lies beyond the Pillars of capacity. Given the hostile nature of the surrounding terrain,
Herakles. the lizardfolk maintain fairly lax security over their slaves, as
Roll morning, afternoon, and every four hours at night (to there is little chance of their eluding recapture (the reptilian
reflect the fact that Uxatan’s wildlife is most active at night), humanoids also find it great sport to hunt escaped slaves).
or anytime some event would make an encounter possible or Still, desperate individuals do make the attempt. It is up to the
attract attention to the party. If actively seeking a specific sort GM to determine how significant the slaves are: they could
Nation builder 126
be mere laborers, or include a highly-prized slave-architect or appendices
other intellectual (captured from another civilization). Conse-
quences for helping the slaves—and the rewards for turning on what the lizardfolk expect to find during their hunt. If they
them in—depend upon how highly the lizardfolk value them. suspect capable adventurers may be at large, they will bolster
their ranks accordingly. A typical slave patrol will be made
Foragers: The party encounters 2d6 enslaved humans up of three to seven lizardfolk of up to fourth level, with at
(54%), elves (36%), or a mixed group of both (10%), gathering least one Ranger included. Spellcasters are unlikely. They will
fruit to eat, rare herbs and other jungle flora to sell, and the be equipped with nets and bludgeoning weapons suited to non-
like. They are most likely to all be Warrior 1 of the Peasant lethal combat, but will have real weapons as backups in case
Levy subtype (see Appendix II: Skills and Feats), but might they encounter real trouble (even lizardfolk tread carefully in
have one or more higher level characters with them, at the the jungle).
GM’s option. They will likely be lightly armed and unarmored,
and will likely retreat in the face of violence. Snapping Turtle, Giant*: The party encounters one or more
of these large, temperamental reptiles. It is 60% likely that
Game Animals: The party encounters one or more relatively an encounter will be with a Large individual, 30% likely it
harmless game animals, most likely 1d6 pecary, 2d6 miniature will be with a Huge one, and 10% likely it will be with a
deer, or 1d2 boar, which will either try to Hide from the party Gargantuan one. If desired, the GM may have the encounter
or escape from it, as appropriate (fighting only if forced and be with multiple turtles and/or a group of mixed sizes (e.g., a
actually able to do so). single Huge monster accompanied by its three Large children).
Giant Snapping Turtles are described in the appendix on
monsters in this book.
Giant Spider: The party encounters a solitary hunting Special: The party has a unique encounter of the Game
spider, Uxatan style. The creature is identical to a normal Master’s choosing, possibly something pertinent to the sce-
monstrous spider, with a 40% chance of being medium sized, nario in question, or a “Displacer” version of some other jungle
40% chance for large, and 20% chance of encountering a creature, such as a snake or spider. Alternately, the GM can
huge version. This creature wants a meal, not a fight, and will simply roll twice on the encounter table and somehow combine
attempt to flee once it incapacitates the first living creature, the results (e.g., “Escaped Slaves” and “Displacer Beasts”
carrying its victim with it. could be combined to have a band of slaves being stalked and
toyed with by a pack of Displacer Beasts).
Jaguar: Humanoids do not normally fall into this creature’s
prey range, so they will usually ignore or try to retreat from ENCOUNTERS FOR GADES, CITY OF THE
people, fighting only if cornered or seriously provoked. DEAD
Lizardfolk: The party encounters a group of lizardfolk that Following is an urban encounter tables for one of the more
50% of the time is a war or hunting band with total HD peculiar cities of the Theran campaign setting, which reflects
equal to the total levels of the party and 50% of the time much about the attitude of the community and its leaders.
is something different, be it more or less powerful (e.g., a Check modifiers are in addition to the Urban Encounter Check
single lizardfolk warrior with total HD equal to half the party’s Modifiers listed in the game.
total level, a party of female lizardfolk spellcasters gathering Gades Urban Encounter Check Modifiers
spell components, a patrol of four or five lizardfolk soldiers During hours of darkness –4
mounted on Large bipedal dinosaurs). Characters are posing as undead* –2
Characters display non-Hades holy symbols +2
Monkeys: The GM should also feel free to substitute apes if Characters attempt to turn undead** +2
desired. These creatures are unaccustomed to civilized beings, *This attempt may require an opposed Disguise check if the
and have no fear of the party. While they present no real threat, characters persist in it during an encounter.
they can pose a nuisance as they explore any untended posses- **This modifier is cumulative with the preceding modifier and
sions, possibly making off with anything edible or entertaining. immediately provokes an additional encounter, even if one is in
They are quite intelligent for animals, and a Druid or other the process of being resolved.
character capable of speaking with them will find them readily
bribed into sharing information on the surrounding region and Gades Urban Encounters
its dangers. Following are encounters for Gades, a city of the dead ded-
icated to the deity Hades. GMs should ensure that repeat
Slave Patrol: As mentioned in a previous entry, the lizard- encounters are modified in some ways to keep them from
folk of Uxatan happily enslave weaker races that fall into their seeming repetitive (unless this would be desirable).
custody. This patrol is made up of lizardfolk either seeking
escaped slaves, or looking to add to their slave stock (if the
Player Characters or others have given them reason to suspect
intruders). The exact composition of the patrol should depend
Nation Builder 127
Gary Gygax’s Nation Builder Escaped Slave(s): One or more escaped slaves (1d6) will
approach the party and beg for their assistance in escaping
d20 Encounter from the city. The characters can chose to help them, ignore
0 Rotten Infrastructure them, or even help re-capture them.
1 Scavengers
2 Gelatinous Cube Foreign Resident: A living resident of the city—possibly a
3 Corpse member of a diplomatic mission, a representative of a trading
4 Work Gang house, or clergy from a temple other than one of Hades or
5 Unbound Undead Persephone—will approach the party, most often for purposes
6 Grave Robbers of having some company, but perhaps on some other business.
7 Slaves He will likely seem nervous, depressed, or overly eager.
8 Craftsmen
9 Professionals Funeral: A funerary procession en route to one of the many
10 Item mausoleums, likely for an outsider brought to Gades for burial
11 Temple Guardian or “rebirth” in the city of the dead—will pass by. Because
12 Incident it is not likely many loved ones could travel so far for the cer-
13 Guards emony, it is 50% likely the few present will ask the characters
14 Funeral to participate (possibly enticing them with promise of a feast to
15 Necromancer follow or other incentives).
16 Incognito Undead
17 Foreign Resident Gelatinous Cube: A maximum HD Gelatinous Cube—
18 Adventurers employed by the city administrators for purposes of keeping
19 Cleric of Hades the streets clean—will encounter the party at close range (e.g.,
20 Escaped Slave(s) coming around a corner).
21 Prominent Personage
22 Spectacle Grave Robbers: The characters will encounter a band of
23 Watch thieves specializing in breaking into and looting tombs. They
24 Patron may approach the party for purposes of enlisting their aid,
25+ Cleric of Persephone fencing goods, attempting to rob them, or other reasons. There
will typically be one for each character, each with a CR equal
Adventurers: The characters meet another band of adventur- to the party level minus 1.
ers—possibly some they have met before or will meet again—
which the Game Master can employ as needed, as adversaries, Guards: A guardforce of intelligent undead beings—often
allies, admirers, or in any other suitable capacity. 1d6+6 Ghouls, led by a commander with 1d4 character lev-
els—will approach the party and question them about the
Body: The characters find a dead body, possibly a suicide, legitimacy of their business.
murder victim, casualty of an undead attack, or even someone
improperly disgorged from their own tomb.
Cleric of Hades: A Cleric from the most prominent temple Incident: The characters stumble upon some bizarre inci-
in the city will pass by on some official business. He will dent, such as an assassination, the results of a magical experi-
have a CR 1 less than the character party, and if level 6 or ment gone awry, or a skirmish between opposing bands of
higher will have an escort of 2d6 lower-level Clerics, laity, or undead creatures.
undead. He will accost the party if they are causing trouble or
illegally displaying holy symbols to deities other than Hades Incognito Undead: An intelligent but not obviously undead
or Persephone. being with interests in the outside world will engage the party
in conversation and attempt to glean information from them,
Cleric of Persephone: One or more priests of the goddess possibly inviting them for refreshment at its home or one of
Persephone—in constant opposition to the church of Hades but the city’s few taverns.
largely protected from it—approach the characters and offer
to help them. This will usually be a Cleric with a CR 3 less Item: The characters find an item of some sort, such as a
than the party level, accompanied by 0 to 3 Clerics of half piece of jewelry, a device from a crumbling monument, or
her own level. some misplaced funerary goods. This item may prove a bane, a
benefit, or a basis for a side adventure.
Craftsmen: The party will encounter 1d4 Expert crafts-
men—accompanied by twice as many living helpers or three Necromancer: A spellcaster specializing in the control of
times as many undead ones—en route to a job site or working the undead, out-and-about on some personal business, meets
on one of the many tombs or monuments that choke the close, the party. This encounter can develop almost any way, from a
hilly streets of the city. friendly chat to a battle.
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Patron: A potential employer approaches the party and appendices
offers them some sort of work commensurate with their reputa-
tion and apparent abilities. Spectacle: The party witnesses some public spectacle pecu-
liar to the city and its inhabitants, such as the ritual animation
Professionals: The party will encounter 1d8 Expert profes- of dead brought to the city for service, a festival dedicated to
sionals—such as mourners-for-hire or municipal administra- Hades or a minor deity of his court, or the punishment of those
tors—en route to or from their work. convicted of crimes against the city (e.g., branding, flogging).
Prominent Personage: A very important local personality— Temple Guardian: An accidentally-released temple guard-
such as a High Priest of Hades, a Lich, or a foreign king—will ian will rampage through the streets, attacking anything that
pass by in the street. Such a character will typically be accom- gets within its way, and quite possibly fixating on any living
panied by large entourage of troops, undead creatures or other characters it spots. This beast will typically have a CR equal to
monsters, priests, or the like. or as much as 2 greater than of the party’s level.
Rotten Infrastructure: Gades is somewhat more indiffer- Unbound Undead: A dangerous undead being has escaped
ently maintained than most cities of the living, making it a from the household, temple, tomb or other place where it was
potentially hazardous place to negotiate because of things like confined and is on the loose.
crumbling masonry or streets that give way into subterranean
passageways. Select a trap with a CR equal to or less than the Watch: A group of living city watchmen—typically 1d3+3
party’s level to approximate this effect. human Warriors led by a Fighter, Blackguard, or Cleric of
Hades—will accost the party and make inquiries about their
Scavengers: A number of minor monsters accustomed to business in the city of the dead. It is not out of the question that
eating carrion—such as vultures, hyenas, dire rats, or even they can be bribed, especially with creature comforts sparse
carrion crawlers—will decide the party looks tasty and attempt within the city of the dead.
to eat one or more of them. There will typically be two such
creatures for each player character and each will have CR Work Gang: A large group of mindless undead in the midst
equal to half of the party’s total level. of some task—typically 1d12+12 human zombies—will inad-
vertently ramble into the characters. They will not initiate an
Slaves: A train of 1d6+6 slaves is led past by a third as many attack (although the GM can imply they are about to), but will
guards, in the process of or on the way to carrying out some fight to defend themselves.
task for their master.
aPPENDIX f: guilds & THe Game
Normally, a character can only have membership in a single branch of the guild (e.g, the Blacksmith’s Guild in another
Guild (membership in a Thieves Guild or other secret organiza- town), and a successful DC 20 skill check. Add charisma
tion does not, however, necessarily preclude membership in a bonus to this skill check in addition to any other bonuses.
craft or trade Guild). If a characters decides to renounce mem-
bership in a Guild or somehow has his membership revoked, it Master (Level 7+): Payment of 100 gp initiation fee, cre-
is unlikely that another Guild will be willing to accept such a ation of a Masterwork, proof of sufficient demand in that
candidate (DC 25 instead of 15 for Apprenticeship skill check). region to support another Master-level Guildmember, nomina-
tion by the Guildmaster, and a successful DC 25 skill check.
Following are requirements for each level of Guildmember-
ship: Syndic (10+): Master in a Guild and election by the Guild
Council (sometimes contingent on payment of large bribes).
Apprentice (Level 1-2): Payment of 1 gp initiation fee,
score of 10 or better in the relevant key ability (usually Int Guildmaster (13+): Syndic of a Guild Council—typically
or Wis), nomination by a Master, and a successful DC 15 the highest level Expert in the Guild with the highest profes-
skill check. Many of these lowest ranking Guildmembers were sional skill level—and election by fellow Syndics.
former 0-level apprentices.
Grandmaster (16+): Guildmaster of a Guild—typically the
Journeyman (Level 3-6): Payment of 10 gp initiation fee one with the highest level and the highest professional skill
(sometimes paid by the Apprentice’s Master) and seven years level—and election by fellow Guildmasters.
experience in the profession, OR six or more ranks in the
relevant Craft or Profession skill, nomination by three Masters,
and a successful DC 20 skill check.
Associate Journeyman (Level 3+): Payment of a 2d6x10 gp
initiation fee, proof of at least journeyman status in another
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Gary Gygax’s Nation Builder
aPPENDIX G: Troops, defenseworks & construction costs
Troops, Defenseworks, & Other Urban enabling a Hide check and providing a bonus to Armor Class
Features and on Reflex saves.
Following are d20 game terms and statistics for a number of It takes a DC 15 Diplomacy check or DC 20 Intimidate
the concepts discussed in the section on “Physical Characteris- check to convince a crowd to move in a particular direction,
tics of Communities.” and the crowd must be able to hear or see the character making
the attempt. It takes a full-round action to make the Diplomacy
Law is generally enforced in communities by a city watch check, but only a free action to make the Intimidate check. If
that serves as a municipal police force. Most of the troops in two or more characters are trying to direct a crowd in different
such a force will be low-level Warriors, while their officers will directions, they make opposed Diplomacy or Intimidate checks
generally be Fighters, other classed characters appropriate to to determine whom the crowd listens to. A crowd ignores
the community, or members of the Watchman prestige class everyone if none of the characters’ check results beat the DCs
(described in Appendix I: Prestige Classes). In some societies, given above.
especially republics and democracies, watch patrols will be
augmented by members of the citizenry, typically Commoners, Moving along the peak of a roof requires a DC 20 Balance
Experts, and Warriors, along with members of other classes in check. Moving on an angled roof surface without changing
proportion to their representation in the community. altitude (moving parallel to the peak, in other words) requires
a DC 15 Balance check. Moving up and down across the peak
Community defenseworks are usually manned by profes- of a roof requires a DC 10 Balance check. Use the guidelines
sional soldiers, generally 1st-level Warriors led by officers in the Jump skill (a horizontal jump’s peak height is one-fourth
that include higher-level Warriors, Fighters, a fair number of the horizontal distance) to adjudicate attempts to jump from
of Clerics, Wizards, and/or Sorcerers, as well as multiclass one roof to another.
Fighter/spellcasters or members of other appropriate classes
(e.g., Druids in a nature-oriented theocracy, Rangers in a fron- A typical lower-story building wall is 1 foot thick, with AC
tier community). These might be augmented, especially in 3, hardness 8, 90 hp, and a Climb DC of 25. Upper-story
times of crisis, by members of the citizenry organized into building walls are 6 inches thick, with AC 3, hardness 5, 60 hp,
reserve units and led by members of the Militia Leader prestige and a Climb DC of 21.
class (described in Appendix I: Prestige Classes).
A dark alley in daylight is rarely dark enough to afford full
Conscript soldiers are called up to serve in case of an attack concealment, but it can grant a +2 circumstance bonus on Hide
on the city and may be of any class, with Commoners, Experts, checks.
and Warriors predominating. Non-commissioned-officers and
commissioned officers for such troops may either be part- Communities with access to sufficient magical resources
timers from the same range of classes, “player character” types might be inclined to light their streets with spells like Con-
who serve in times of crises, or professional leaders of the tinual Flame and magic items like Everburning Torches (or
same sort that lead full-time municipal troops. improvements on the theme like Everburning Lanterns, which
function exactly like normal hooded lanterns, last unless dis-
City walls are smooth and hard to climb and typically require pelled, and generally cost 165 gp).
a DC 30 climb check to scale. A typical small city wall is a
fortified stone wall 5 feet thick and 20 feet high and has AC 3, Building Construction
hardness 8, and 450 hp per 10-foot section. A typical large city Following are some guidelines for adapting the rules under
wall is 10 feet thick and 30 feet high and has AC 3, hardness 8, “Buying and Constructing Buildings” to the d20 system.
and 720 hp per 10-foot section. A typical metropolis wall is 15 In most cases, building construction should involve making
feet thick and 40 feet tall and has AC 3, hardness 8, and 1,170 at least one appropriate skill check with a DC of 20 at least
hp per 10-foot section. once per week (e.g., Craft (Carpentry) if building a longhouse).
If successful, progress is made on the structure and it is one
Portals into watchtowers and other military structures part week closer to completion; if failed, then no progress is made
of a communities defenseworks are usually guarded by heavy that week. For complex structures (e.g., 5,000 gp or more), a
wooden doors that are reinforced with iron and equipped with Profession (Architect) skill check (DC 20) might also need to
good locks, requiring an Open Lock DC of 30. be made initially and at least once every four weeks thereafter.
GMs might also choose to have players make additional skill
Streets paved with cobblestones in good condition allow checks, as appropriate (e.g., periodic Intimidate checks to keep
normal movement, but ones in poor repair and heavily rutted local hoodlums from shaking down or distracting the workers).
dirt streets are considered light rubble, increasing the DC of Costs given for various sorts of buildings assume they are
Balance and Tumble checks by 2. intended for use by people of about human size (i.e., size
Medium), and structures built for larger or smaller creatures
Urban streets are often full of people going about their daily will cost commensurately more or less (and take commensu-
lives. In most cases, it is not necessary to put every 1st-level rately less time to construct). These costs can be determined
Commoner on the map when a fight breaks out on the city’s by multiplying the costs by 2 for Large creatures’ structures,
main thoroughfare. Instead, just indicate which squares on by 4 for Huge creatures’ structures, by 8 for Gargantuan crea-
the map contain crowds. If crowds see something obviously tures’ structures, and by 16 for Colossal creatures’ structures
dangerous, they’ll move away at 30 feet per round at initiative
count 0. It takes 2 squares of movement to enter a square with
crowds. The crowds provide cover for anyone who does so,
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(although, in practice, very few creatures of these largest sizes appendices
tend to build much). Structures built for Small creatures cost
just half as much, those for Tiny creatures a quarter as much, Cold Iron: This iron, mined deep underground, known for
those for Diminutive creatures an eighth as much, and those for its effectiveness against fey creatures, is forged at a lower
Fine creatures a sixteenth as much. Thus, for example, a simple temperature to preserve its delicate properties. Weapons made
house for a hill giant (size Large) would cost twice as much, or of cold iron cost twice as much to make as their normal coun-
2,000 gp, while a keep for a clan of gnomes (size Small) would terparts. Also, any magical enhancements cost an additional
cost just half as much, or 75,000 gp. 2,000 gp. Items without metal parts cannot be made from cold
iron. An arrow could be made of cold iron, but a quarterstaff
Special Materials could not. A double weapon that has only half of it made of
In addition to magic items created with spells, some sub- cold iron increases its cost by 50%. Cold iron has 30 hit points
stances have innate special properties. If a character makes or per inch of thickness and hardness 10.
has commissioned a suit of armor or weapon out of more than
one special material, he receives the benefit of the most preva- Darkwood: This rare magic wood is as hard as normal wood
lent material (it is possible, however, to construct a double but very light. Any wooden or mostly wooden item (such as a
weapon with each head made of a different special material). bow, an arrow, or a spear) made from darkwood is considered
Characteristics of adamantine, cold iron, darkwood, and a masterwork item and weighs only half as much as a normal
mithral are described below. Characteristics of oracalcum, til- wooden item of that type. Items not normally made of wood or
ferium, and xagium are described in Gary Gygax’s World only partially of wood (such as a battleaxe or a mace) either
Builder (along with characteristics of the more familiar metals cannot be made from darkwood or do not gain any special ben-
bronze, copper, electrum, gold, nickel, nickel-silver, platinum, efit from being made of darkwood. The armor check penalty
and silver). of a darkwood shield is lessened by 2 compared to an ordinary
Each of the special materials described below has a definite shield of its type. To determine the price of a darkwood item,
game effect. Some creatures have damage reduction based on use the original weight but add 10 gp per pound to the price of
their creature type or core concept. Some are resistant to all a masterwork version of that item. Darkwood has 10 hit points
but a special type of damage, such as that dealt by evil-aligned per inch of thickness and hardness 5.
weapons or bludgeoning weapons. Others are vulnerable to
weapons of a particular material. Characters may choose to Mithral: Mithral is a very rare silvery, glistening metal that
carry several different types of weapons, depending upon the is lighter than iron but just as hard. When worked like steel,
campaign and types of creatures they commonly encounter. it becomes a wonderful material from which to create armor
and is occasionally used for other items as well. Most mithral
Adamantine: This ultrahard metal adds to the quality of armors are one category lighter than normal for purposes of
a weapon or suit of armor. Weapons fashioned from adaman- movement and other limitations. Heavy armors are treated as
tine have a natural ability to bypass hardness when sundering medium, and medium armors are treated as light, but light
weapons or attacking objects, ignoring hardness less than 20. armors are still treated as light. Spell failure chances for
Armor made from adamantine grants its wearer damage reduc- armors and shields made from mithral are decreased by 10%,
tion of 1/- if it is light armor, 2/- if it is medium armor, maximum Dexterity bonus is increased by 2, and armor check
and 3/- if it is heavy armor. Adamantine is so costly that penalties are lessened by 3 (to a minimum of 0).
weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given An item made from mithral weighs half as much as the same
below. Thus, adamantine weapons and ammunition have a item made from other metals. In the case of weapons, this
+1 enhancement bonus on attack rolls, and the armor check lighter weight does not change a weapon’s size category or
penalty of adamantine armor is lessened by 1 compared to the ease with which it can be wielded (whether it is light,
ordinary armor of its type. Items without metal parts cannot one-handed, or two-handed). Items not primarily of metal are
be made from adamantine. An arrow could be made of ada- not meaningfully affected by being partially made of mithral
mantine, but a quarterstaff could not. Only weapons, armor, (e.g., a longsword can be a mithral weapon, but a scythe
and shields normally made of metal can be fashioned from cannot). Weapons or armors fashioned from mithral are always
adamantine. Weapons, armor and shields normally made of masterwork items as well, and the masterwork cost is included
steel that are made of adamantine have one-third more hit in the prices given below. Mithral has 30 hit points per inch of
points than normal. Adamantine has 40 hit points per inch of thickness and hardness 15.
thickness and hardness 20.
Type of Mithral Item Item Cost Modifier
Type of Adamantine Item Item Cost Modifier Light armor +1,000 gp
Ammunition +60 gp Medium armor +4,000 gp
Light armor +5,000 gp Heavy armor +9,000 gp
Medium armor +10,000 gp Shield +1,000 gp
Heavy armor +15,000 gp Other items +500 gp/lb.
Weapon +3,000 gp
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aPPENDIX H: New Lejendary Adventure™ classes
LA Clerical Characters
Following are several examples of clerical-type characters from the skill-bundle-based Lejendary Adventure RPG.
Ecclesiastic Order
Upper Lower to Upper Society: This is the priesthood, clergy, and religious society from the humble monk to the high prelate
are found all states of the world, although not necessarily in a formal hierarchy. They are recognized, sometimes perforce, by all
in such states as their deities are honored, and elsewhere, possibly respected or dishonored, as their pantheon has renown or not.
Typical places for association are universities, shrines, religious establishments, temples, noble courts etc.
Their four Abilities are Theurgy, Scrutiny, Physique, and Learning.
12th Rank, Acolyte. Theurgy only possessed: No benefit save contact.
11th Rank, Aspirant. Theurgy and Scrutiny possessed: Finest fighting staff, temple membership available; add 5 points to
weapons Ability.
10th Rank, Novice. Theurgy, Scrutiny, and Physique possessed: Add 4 point to physique Ability.
9th Rank, Postulant. All four Abilities possessed: Gain two Memory Tablets, two Rites, and four Powers; add 1 point to each
of the four required Abilities possessed, but addition to Theurgy Ability cannot then cause the Avatar to move to a higher
(numerically lower) Rank. If this would occur, limit addition to the last point total in the category (i.e. 60, 70, etc.). Add 5
points to weapons Ability.
8th Rank, Almoner. Theurgy at 61: Add 2 points to each of the other three Abilities, and 5 points to weapons Ability.
7th Rank, Under-Priest/Priestess. Theurgy at 71: Gain Plaque with one Power, add 1 point to each of the other three Abilities,
and 5 points to weapons Ability.
6th Rank, Priest/Priestess. Theurgy at 81: Gain Plaque with one Power, add 1 point to each of the other three Abilities.
5th Rank, Officiant Priest/Priestess. Theurgy at 91: Gain Plaque with one Power, add 1 point to each of the other three
Abilities.
4th Rank, Chief Priest/Priestess. Theurgy at 101: Gain Plaque with one Power, add 1 point to each of the other three Abilities.
3rd Rank, High Priest/Priestess. Theurgy at 111: Add Arcana Ability at 20, or add 15 to Arcana if already possessed.
2nd Rank, Grand High Priest/Priestess. Theurgy at 121: Add Chivalry Ability at 20, or add 15 to Chivalry if already possessed.
1st Rank, Prelate. Theurgy at 131: Add luck Ability at 20, or add 15 to Luck if already possessed.
Friar Order
Upper Lower Society: This is the monastic association of scholars involved in the lay priesthood and are an Order akin to
that of the Ecclesiastic. Friars are clergy organized into religious societies that place knowledge first, preach theology, and shun
materialism, often depending for their livelihood upon alms. They are found in all of the world’s nations, although not generally
in a formal hierarchy. They are recognized, sometimes perforce, by all in such states as their deities are honored, and elsewhere,
possibly respected or dishonored, as their pantheon has renown or not. Typical places for association are priories, universities,
shrines, religious establishments, temples, noble courts, etc.
Their four Abilities are Learning, Theurgy, Arcana, and Scrutiny.
12th Rank, Acolyte Brother. Learning only possessed: No benefit save contact.
11th Rank, Aspirant Brother. Learning and Theurgy possessed: Gain library of five books, priory membership available; add
2 points each to both Abilities possessed.
10th Rank, Novice Brother. Learning, Theurgy, and Arcana possessed: Add 2 points to each of the three Abilities possessed.
9th Rank, Lay Brother. All four Abilities possessed: Gain 10 more books and one Memory Tablet with one Rite, and three
Powers; add 2 points to each of the four required Abilities possessed, but addition to Learning Ability can not then cause the
Avatar to move to a higher (numerically lower) Rank. If this would occur, limit addition to the last point total in the category
(i.e. 60, 70, etc.).
8th Rank, Postulant Brother. Learning at 61: Add either Rustic or Urbane at 20, or else add 5 points to each such Ability
if both are already possessed.
7th Rank, Brother. Learning at 71: Add either Rustic or Urbane at 20, or else add 5 points to each such Ability if both are
already possessed.
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appendices
6th Rank, Brother Preacher. Learning at 81: Gain Memory Tablet with one Rite, and three Powers, add 1 point to each of
the other three Abilities.
5th Rank, Brother Minister. Learning at 91: Add Evaluation Ability at 20, or else add 10 points to Evaluation if already
possessed.
4th Rank, Brother Almoner. Learning at 101: Gain Memory Tablet with one Rite, and three Powers, add 1 point to each
of the other three Abilities.
3rd Rank, Brother Chaplain. Learning at 111: Add Alchemia Ability at 20, or add 15 to Alchemia if already possessed.
2nd Rank, Reverend Brother. Learning at 121: Add Chivalry Ability at 20, or add 15 to Chivalry if already possessed.
1st Rank, Prior. Learning at 131: Add Creativity Ability at 20, or add 10 to Creativity if already possessed.
Holy Warrior Order
Holy Warrior Order: Upper Lower to Middle Upper Society. These are Holy Warriors, men and women of the sword, firmly
dedicated to a deity or a pantheon group of deities, come from almost any background, although that of upper society is most
common. No matter what the station prior to embracing their faith, all Holy Warriors tend to be possession-poor, sacrificing all
material goods for the betterment of the faith. Whilst the priest converts with a sermon, the Holy Warrior converts with the sword.
Mighty deeds—such as smiting the wicked and unbelievers, confronting monstrosities, protecting the faith and its holy places,
officers, and devotees, and forgoing the pleasure of possessions—display the strength of the active servants and swells the ranks
of the faith. This is, at least, what the Holy Warrior believes. Where Holy Warriors are found in large numbers, there will typically
be a fortified dwelling, perhaps a small one or possibly a great religious stronghold, within a day’s travel distance. The dwelling
will be “home” to either a military brotherhood (order) of Holy Warriors or will be “home” to a part of such an order. Such
structures will testify to the close proximity of pilgrims of the same faith as the Templars or of a site of religious significance.
Other places where Holy Warriors may be found to associate will generally include those common to both the Noble and
Ecclesiastical Orders (e.g., temples, shrines, monasteries, castles, tourneys and, occasionally, palaces).
Possessions: Sworn to dedicating all money and goods not absolutely necessary to them to carry out their sworn duties, the
members of the Holy Warrior Order are relatively poor. Thus, 90% of all valuables of non-weapon or armor sort will be given to
the temple. Also, no member of this Order will have more than two horses and suits of armor, eight Weapons, and 12 items of
Extraordinary nature of other sort beyond that, all being useful only in directly enabling the duties sworn to.
Their five Abilities are Weapons, Physique, Theurgy, Ranging, Chivalry (5th Ability).
12th Rank: Soldier. Weapons and Chivalry possessed: No benefit save contact.
11th Rank: Soldier-Brother. Weapons, Physique, and Chivalry possessed: Gain any sword and shield ; membership in
brotherhood/sisterhood (a Holy Warrior company) available.
10th Rank: Sergeant-Brother. Weapons, Physique, Theurgy, and Chivalry possessed: Gain half metal armor; add 1 point to
each of the four Abilities possessed.
9th Rank: Standard Bearer. All five Abilities possessed: Gain Memory Tablet with four Theurgy activations; add 1 point to
each of the five required Abilities possessed, but addition to Weapons Ability can not then cause the Avatar to move to the next
higher (numerically lower) Rank. If this would occur limit to the last point total in the category (i.e., 60, 70, 80, 90 etc.).
8th Rank: Turcopolier of the Faith. Weapons at 61: Gain courser; add Archery Ability at 20, or add 10 to Archery if that
Ability is already possessed.
7th Rank: Knight-Brother. Weapons at 71: Gain full metal armor and charger (but lose courser); add 2 points to Chivalry
Ability; add Mechanics Ability at 20, or add 10 to Mechanics if that Ability is already possessed.
6th Rank: Knight Commander. Weapons at 81: Add 1 point to each of the other four Abilities.
5th Rank: Paladin of Faith. Weapons at 91: Gain destrier (but lose charger); add 1 point to each of the other four Abilities.
4th Rank: Master of Faith. Weapons at 101: Add 1 to each of the other three Abilities, 3 to Chivalry
3rd Rank: Seneschal. Weapons at 111: Add Planning Ability at 20, or add Planning at 10 if that Ability is already possessed.
2nd Rank: Marshal. Weapons at 121: Add 1 to each of the other three Abilities, 3 to Chivalry
1st Rank: Grand Master. Weapons at 131: Add Learning Ability at 20, or add 10 to Learning if that Ability is already
possessed.
Note: Every headquarters of a brotherhood/order will have a Grand Master, who commands the order as a whole, a Marshal,
who commands the order in the Grand Master’s absence and is effectively second in command, and a Seneschal, the third in line.
When one of these offices becomes vacant, the position, and the title, will fall to the next highest ranking officer in the order.
Where more than two such individuals exist, the position will fall to the longest-serving of the two.
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Monk (or Nun) Order
This is basically a Non-Avatar Character Order. Monks will generally be devoted to a male deity of less than greatest sort that is
serving a more exalted god, as they serve the former deity. Nuns will generally be devoted to a female deity of less than greatest
sort that is serving a more exalted one, as they serve the former deity.
Upper Lower to Middle Society: This is the monastic association of religious persons involved in the lay priesthood. This
Order is similar to the Friar Order and akin to that of the Ecclesiastic. Monks (or Nuns) are clergy organized into religious
societies that take holy vows, shun materialism and carnality, seclude themselves from society, work to support their separate
communities, and offer care and hospitality to others that come to them. Monks (and Nuns) are looked to in particular by the
lower classes for guidance and inspiration, as well as theological help. They are found in all of the world’s nations, and they
are generally considered in formal hierarchy. They are recognized by all in such states in which their deities are honored, and
elsewhere, possibly respected or dishonored, as their pantheon has renown or not. Typical places for association are abbeys (and
convents), shrines, religious establishments, temples, and sometimes even in noble courts.
Note that unlike others, persons of this Order do not have Weapons Ability in any form, as their dedication to their vows demands
otherwise. However, a person becoming a member of this Order after pursuing a secular path might well have such Ability. Also,
a person in the Order above 7th Rank can acquire such Ability.
The basic five Abilities of the Monk (or Nun) are Rustic, Pantology, Learning, Theurgy, and Physique.
12th Rank, Postulant. Rustic and Physique possessed: No benefit save contact.
11th Rank, Novice. Rustic, Pantology and Physique possessed: Gain small wooden devotional object (worn) and small
devotional object (in cell); abbey (or convent) membership required; add 1 point each to the three Abilities possessed.
10th Rank, Novice Brother (or Sister). Rustic, Pantology, Learning, and Physique possessed: Add 1 point to each of the
four Abilities possessed.
9th Rank, Lay Brother (or Sister). All five Abilities possessed: Gain a book of scripture and a Memory Tablet with one
Rite, and three Powers; add 2 points to each of the five required Abilities possessed, but addition to Rustic Ability can not
then cause the Avatar to move to a higher (numerically lower) Rank. If this would occur, limit addition to the last point total
in the category (i.e., 60, 70, etc.).
8th Rank, Younger Brother (or Younger Sister). Rustic at 61: Gain a Memory Tablet with one Rite, and three Powers; add 1
point to each of the four other required Abilities possessed.
7th Rank, Brother (or Sister). Rustic at 71: Add Arcana Ability at 20, or else add 10 points to Arcana if already possessed.
6th Rank, Elder Brother (or Elder Sister). Rustic at 81: Gain a Memory Tablet with one Rite, and three Powers, add 1 point
to each of the four other required Abilities.
5th Rank, Brother Superior (or Sister Superior). Rustic at 91: Add Evaluation Ability at 20, or else add 10 points to
Evaluation if already possessed.
Order members of this Rank and above are permitted to travel alone outside the boundaries of the abbey (or convent) lands.
4th Rank, Brother Magister (or Sister Magistress). Rustic at 101: Gain a Memory Tablet with one Rite, and three Powers,
add 1 point to each of the other four required Abilities.
3rd Rank, Brother Proctor (or Sister Proctress). Rustic at 111: Add Urbane Ability at 20, or else add 10 points to Urbane
if already possessed.
2nd Rank, Brother Dean (or Sister Dean). Rustic at 121: Gain a Memory Tablet with one Rite, and three Powers, add 1 point
to each of the other four required Abilities.
1st Rank, Abbot (or Abbess). Rustic at 131: Add chivalry Ability at 20, or else add 10 to Chivalry if already possessed.
Nation builder 134
appendices
aPPENDIX I: lejendary Adventure ™Construction Costs
Cost of Construction Splaying an outer wall base adds $750 to the cost per 10-foot
section.
Use the following ranges for per-foot cost to find the overall
cost for a completed structure without interior furnishings. An Upper gallery in a wall section with two loopholes in
Variables include cost of labor, but are mainly based on type it is 200% ($3,000 per 10-foot length of gallery) of basic
of construction and building materials, the height of walls from curtain wall cost, as flooring and arching the ceiling above
floor to ceiling. adds expense.
Basement: $5 to $15 per square foot; $5,000 to $15,000 for
1,000 sq. ft. A round or part round wall or tower or turret section costs
Ground Floor: $20 to $200 per square foot; $20,000 to 200% of basic curtain wall cost, omitting fill cost where appli-
$200,000 for 1,000 sq. ft. cable, splaying cost at $75 per foot of splay added to the base
Upper Floor: $15 to $150 per square foot; $15,000 to additional. The cost includes one loophole per 10-foot section.
$150,000 for 1,000 sq. ft. A multi-sided tower or turret, or a beaked tower costs 150% of
Attic/Loft: $10 to $50 per square foot; $10,000 to $50,000 curtain wall cost, splaying cost at $75 per foot of splay added
for 1,000 sq. ft. to the base additional. The base cost includes one loophole per
Roof: $15 to $75 per square foot; $15,000 to $75,000 for 1,000 10-foot section.
sq. ft.
Battlements of 3-foot height and thickness, topped by two
Additional costs would include fortifications, indoor plumb- merlons of 2.5-foot width and of 3-foot height and thickness
ing, rare interior woods, ornamental stone interiors, etc. cost $500. If the merlons are pierced by loopholes add $200.
If the battlement is machicolated, the cost is 500% base cost,
Fortification Costs or $2,500, the same as a normal wall section, but $2,700 with
pierced merlons.
All costs given hereafter assume no labor or transportation
costs are involved as the builder will be owed or given the Stairways of stone cost $30 per riser.
service necessary. Some 30 to 40 casual laborers are assumed Stairways of wood cost $20 per riser.
to be employed on this project. Additionally, it is assumed that Internal floors cost $10 per square foot of heavy wooden
the land belongs to the one constructing the castle. Although construction or paves laid atop a solid foundation.
manual labor is discounted, the following minimum experts Bartizans of 10-foot outer diameter, 10-foot total height,
will be required to construct a fortification: 2.5-foot wall thickness, pierced with an entryway three loop-
Architect $25,000 per month holes are $3,500.
Engineer $18,000 per month A portcullis costs $50 per square foot, plus $50 per square
2 engineer assistants (journeymen) $15,000 per month ($7,500 foot of the construction for the mechanism used to raise and
each) lower it, thus total cost of $100 per square foot of opening
Master mason $10,000 per month protected thus.
12 masons $60,000 per month ($5,000 each) A drawbridge costs the same as a portcullis, including the
4 carpenters $20,000 per month ($5,000 each) mechanism used to raise and lower it.
2 plumbers $10,000 per month ($5,000 each) There is no cost for window or door opening, or a murder
2 construction foremen $12,000 per month ($6,000 each) hole, in a construction section.
Monthly Wage Cost: $170,000 Bars for such openings cost $20 per square foot. Embrasure
shutter, window shutter, and door cost is $10 per 1 square foot
A 10-foot by 10-foot square section of mortared stone that of one-inch-thick seasoned, iron-bound oak, loophole piercing
is of 1-foot thickness costs $250, this cost not including trans- mot adding any cost. Gate costs can be arrived at by using door
portation to the construction site. Thus, the outer and inner costs. Example: A gate door of 12-foot height by 6-foot width
walls for a 10-foot-thick curtain wall would have a base cost is 72 feet square. Assuming this valve is of 10-inch thickness,
of $1,500 for six layers of stone per 10-foot height of the the cost if then 72 x $100 $7,200. This includes all hardware
wall. Cost of interior fill, including transportation to the site, is for hanging and securing the gate door.
$1.25 per square foot, so $500 for material sufficient to fill a Doors of solid iron plate cost $25 per square foot of .25-inch
10-foot length of 10-foot high double wall to achieve a 10-foot thickness, $100 per square foot of one-inch thickness. Because
thickness. This gives a total materials cost of $2,000 for the of weight, such doors usually can not exceed a total of one
section noted. cubic foot of iron, 12 square feet of one-inch-thick plate, 48
square feet of .25-inch thickness plate.
Wall foundation to a depth of 10 feet costs the same as Structures built within the fortified place will cost one-half
actual curtain wall above it. This is unnecessary where the the prices noted above for civilian buildings. This includes the
construction is built upon solid rock. construction of cellars beneath the interior buildings.
The cost for roofs atop towers or turrets is at the maximum
cost for civilian construction roofs, but the basis for computing
it is the square footage of the top of the structure it is built
upon, circular or oblong structures computed as being fully
Nation Builder 135
Gary Gygax’s Nation Builder The fortified manor house has three-foot-thick stone walls,
heavy, iron-banded doors, window barring and interior shutters
square to account for the high cone-like roof used. on the basement (metal shutters here) and ground floors (iron-
Hoarding to be assembled and placed outside curtain wall bound wood shutters pierced with loopholes here), and loop-
lacking machicolation is at a cost of $1,000 per 10-foot sec- holes as well as such window in the turret’s ground floors
tion. This cost excludes green hides needed to protect the (where the basement is windowless), plus shutters on upper
wood against fire, but included the two shuttered openings and stories, for the indicated cost.
steeply pitched roofing above it.
One can assume the height of the basement is four feet above
Adding Fortifications ground level, that the ground story is 14 feet above that, the
first story 12 feet in height, and the loft story likewise 10 feet
Here is a simple example of a building that has added to it in height, so the rooftop of the main portion is 30 feet above
sufficient fortification so as to make it a fortified manor house. the ground. If desired, the second floor of the towers can be
Basic size of interior 75 feet in length by 40 feet in breadth limited to eight feet, so as to allow some command of those
3,000 sq. ft. places from atop the loft roof. Alternately, the upper stories of
the towers might be 14 feet high, or one only eight feet, the
Two towers, front left and rear right with one-quarter built other 14 feet height. This sort of thing is simply a matter of
into main plan from sub-basement to first floor, standing sepa- common sense.
rate from the main structures smaller loft story: each 20 feet
square adding 600 sq. ft.
Loft story of 50 feet length by 25 feet breadth 1,250 sq. ft.
Computations Time & Labor
1. Basement and sub-basement each at (most expensive)
$15/sq.ft. $54,000. The only ongoing labor cost not included in the computa-
2. Ground floor at (least expensive) $20/sq. ft. $72,000 tions above are the wages of the architect, engineer, and the
3. Ground floor 2 ft. thick stone walls with barred and shut- journeyman engineers assisting him. Thus the added labor
tered windows at (most expensive) $200/sq. ft. $720,000 cost per month is $53,000, which you might want to round
4. First floor at (least expensive) $15/sq. ft. $54,000 to $55,000.
5. First floor at (most expensive) $150/sq. ft. $540,000 Excavation of sub-basement and basement, building walls for
6. Loft story at (least expensive) $15/sq. ft. $19,000 (rounded same: 2 months
up to nearest 1,000) Construction of upper works: 4 months
7. Loft story at (most expensive) $150/sq. ft. $188,000 Adding fortifications: 3 months
(rounded up to nearest 1,000) Finishing interior: 1 month
8. Roof of main building and loft (2,800 sq. ft.) at (most Added Labor Cost: $52,000/month x 10 $520,000
expensive) $75/sq.ft. $210,000 Total cost of Project: $2,218,000 plus $520,000 in wages
9. Battlement atop main building roof (55 ft. in length by 40 $2,738,000 and 10 months of time.
ft. in depth 190 ft. total length at an average height of 4.5
ft. (parapet of 3 ft. height and merlons of 3 ft. height spaced Military Structures
between crenels) for 855 sq. ft. at (most expensive roof cost)
$75 $64,000 (rounded down to nearest 1,000) Following are some of the most basic military structures
10. Battlement atop loft story (50 ft. in length by 25 ft. in depth that will likely be found in a fantasy game world, especially
150 ft. total length at an average height of 4.5 ft. (parapet of 3 in the dangerous and politically insecure areas frequented by
ft. height and merlons of 3 ft. height spaced between crenels) adventurers. Such fortifications might variously be used as
for 675 sq. ft. at (most expensive roof cost) $75 $51,000 everything from the wilderness redoubts of minor nobility,
(rounded up to nearest 1,000) warlords, or humanoid tribes, to official defense works built by
11. Second floor of towers (800 sq. ft.) at (least expensive) nations to secure their borders, communities, and critical areas
$15/sq. ft. $12,000 like river crossings.
12. Second floor of towers (800 sq. ft.) at (most expensive) Moat with Bridge $1,000,000 (100 workers, 5 months)
$150/sq. ft. $120,000 Tower $1,000,000 (100 workers, 5 months)
13. Battlements atop towers 160 ft. total length at an average Motte-and-Bailey $1,500,000 (100 workers, 3 months)
height of 4.5 ft. (parapet of 3 ft. height and merlons of 3 Keep $3,000,000 (100 workers, 17 months)
ft. height spaced between crenels) for 720 sq. ft. at (most Castle $10,000,000 (100 workers, 57 months)
expensive roof cost) $75 $54,000 Huge Castle $20,000,000 (100 workers, 115 months)
14. Tower roofs of 800 sq. ft. at (most expensive cost) $75 Start here
$60,000
Total Cost: $2,218,000 less labor Moat with Bridge: The moat is 15 feet deep and 30 feet
wide. The bridge may be a wooden drawbridge or a permanent
stone structure. This is an addition to most of the other sorts
of fortification listed here, and is included only in the cost of
the motte-and-bailey.
Nation builder 136
Tower: This round or square, three-level tower is 30 feet in appendices
diameter and made of stone. If self-standing, structures of this
sort are generally only effective as short-term defenses. rank, and generally with small shrines for some of the chief
deities of the pantheon that are associated with the named deity
Motte-and-Bailey: This simple sort of defensework consists contained within it. The shrines for the latter might be very
of a wooden tower built on top of a steep, artificial hill (a small ones. As usual, the chief worship space will be given
motte) that is surrounded by a wooden palisade. The entrance over to the deity for whom the place is named. It is not uncom-
to this redoubt is through a palisaded courtyard (a bailey), mon that a chapel will be dedicated to only a single deity.
and the whole structure contains such things as the command- Shrines are either public or for private use by some religious
ing knight’s home, barracks, stables, or a blacksmith’s shop. order or aristocrat (noble or royal family). Décor in a public
This was the quintessential form of fortification built by the chapel will be modest, but in a private one it might be quite
Normans to enforce their 1066 conquest of England. splendid.
Keep: This fortified stone building has 15 to 25 rooms and a Fane: Built and named for any high ranking deity and gener-
roof of slate shingles or lead sheets. In urban areas, structures ally with moderate-size, shrines for some of the chief deities
with similar characteristics might be used as headquarters for and those lesser ones of the pantheon that are associated with
the guard, watch, or military. In rural areas, such structures the named deity. The shrines for the latter might be small
might be used as residences minor aristocratic warriors (e.g., ones. Such a structure is for worship services of the general
knights), important clerics, or other minor aristocrats. A good populace, much as is a local church in the actual world. As
example is the fortified manor house of Scotland, which was usual, the chief worship space will be given over to the deity
designed for day-to-day living in an insecure environment. for whom the place is named. A place of this size might
have shrines within it. It is not uncommon that a fane will be
dedicated to only a single deity.
Castle: A castle is a keep surrounded by a 15-foot-tallor Temple: A structure of this sort is generally used for the
higher, 10-foot-thick stone wall with at least four towers. Such worship of a single major deity, and typically includes a large
a fortification is often made even more secure by being built main hall, chambers for the high priest, and—depending on the
on top of a hill or surrounded by a moat. Typical residents of needs and ethos of the religion—perhaps a treasury or a crypt.
such a structure include mid- to high-level military, political, Décor might include such things as bas reliefs depicting the
and religious figures. myths associated with the deity, sculpted metal doors, and a
large—or even huge—statue of the deity.
Huge Castle: A huge castle is a particularly large keep with Pantheon: A structure of this sort is the largest and most
numerous associated buildings (e.g., stables, forge, granaries) elaborate sort built by the faithful, and is often intended to
and an elaborate 20-foot-high or higher wall that creates bailey honor all the gods in the pantheon to which it is dedicated.
and courtyard areas. The wall has six towers or more and is 10 Such grand temples, which include the cathedrals of Medieval
or more feet thick. Such elaborate and expensive structures can Europe, often require years to complete—a process that is
almost never be built, maintained, or occupied by individuals, often arrested while enough funds are raised to continue the
and require instead the resources of great nobles, religious great work. Temples of this sort are generally lavishly deco-
orders of knights, or state governments. rated with sculptures, statuary, decorative stonework, and the
Religious Structures like.
Shrine, major $100,000 (10 workers, 3 months)
Chapel $500,000 (100 workers, 6 months)
Fane $1,000,000 (100 workers, 9 months)
Temple $2,000,000 (100 workers, 11 months)
Grand temple (Pantheon) $20,000,000 (100 workers, 115
months)
Shrine: A small religious structure, typically devoted to the
worship of a demigod or minor deity, or to a specific aspect of
a greater deity. Buildings of this sort are often located within
or attached to larger structures—such as temples, hospitals,
governmental buildings, or castles—and those that are free-
standing structures are often located in isolated areas appro-
priate to the deities to which they are dedicated. Décor in
such areas, while tasteful according to the sense of the wor-
shippers, is usually not elaborate, generally being confined to
such things as mosaics, frescoes, and perhaps a single statue.
Chapel: Built and named for any deity of high to moderate
Nation Builder 137
Gary Gygax’s Nation Builder
aPPENDIX J: recommended reading
Following are additional resources that the authors of this work as useful for gamemasters interested in creating compelling fantasy cam-
believe can be of help to prospective Nation Builders. All of Gary paign settings.
Gygax’s original work on gaming included such lists, and it is a Bujold, Lois McMaster: The Curse of Chalion (various publishers, origi-
sad reflection on the intellectual state of modern gaming that they nally 2001).
have become so few and far between. For those who want to create
compelling adventures and campaign settings, however, there is no This fantasy novel is a rarity from an author most famous for her
substitute for reading. excellent science fiction, but no less superb for it. It grants a compelling
insight into the life of a high-ranking courtier embroiled in political
Apropos of that, fantasy literature and novels can be fun to read and intrigues, religious passions, and a dire curse. The politics of the story are
can certainly provide much of the inspiration that Game Masters carry rich, complex, and deadly, echoing many real-world situations in Europe
into the creation of their works. They do very little to actually provide during the Middle Ages. In addition, the names of the various ranks of
GMs with the concrete tools or knowledge they really need to create nobility and clergy are unusual but logical, giving gamemasters a good
campaign settings that are interesting or exciting, not to mention source for some interesting local color.
believable (if not realistic). And, ultimately, they provide little to those Burton, Sir Richard Francis: The Book of the Sword (Dover Publications,
who want their work to be original, rather than derivative. 1987 reprint of an 1884 work).
History, non-fiction, and the epic stories of great cultures, on the Burton’s detailed history of weapons is exceeded only by his adventures
other hand, provide fair and ample grist for the mental mills of throughout the world, notably in sub-Saharan Africa during his search
fantasy writers. Indeed, it is almost always easy to tell the difference for the source of the Nile (many of which are in the public domain and
between a Game Master who is knowledgeable about history, geogra- available online).
phy, mythology, architecture, politics, and any number of “real world” Chadwick, Nora: The Celts (various publishers).
disciplines and one who simply absorbs the latest Tolkien copycat (or,
even worse, one who does not enjoy reading at all!). If you want to be Written in the early 1990s, this book is a comprehensive history of
a transcendent Game Master who will long be remembered by his or Celtic culture.
her players, you are, frankly, better off reading good historical fiction Clavell, James: Shogun (various publishers) .
covering any period or even magazines like National Geographic and
daily newspapers than you are fantasy novels in general. (And you The novel that introduced many concepts of the Japanese Feudal system
will be that much better prepared to deal with the adventures of our to the western world, Shogun is full of tight internal politics and military
real world as well.) With that in mind, a perusal of the listed items action, told from an outsider’s point of view.
will reveal that they are weighted toward histories—whether real or Cicero: De Amicitia (various publishers, public domain).
fantastic—reference works, and the like.
Written in 44 B.C. following the assassination of Julius Caesar, this
A list like this is clearly subjective in nature, and every astute reader book—translated as “On Friendship”—is an authoritative treatise on
will doubtless know of some resource that should also be listed, or moral leadership and is in many senses the opposite side of the coin
notice items that he believes less useful than others. Such a list could presented by Machiavelli in The Prince.
be expanded indefinitely, however, and these are some of the works Davidson, Hilda Ellis: The Lost Beliefs of Northern Europe (Routledge,
that most influenced the authors in both the writing of this book and 1993).
the creation of their campaign worlds. Add to or subtract from it as
you see fit. This interesting work attempts to deduce pagan beliefs from archeologi-
cal and literary evidence.
Resources in the following section were selected either because De Camp, L. Sprague: The Ancient Engineers (Ballantine Books, 1963).
they are useful for Nation Building in general or for specific aspects Diamond, Jared: Guns, Germs, and Steel: The Fates of Human Societies
of the same. Many of the oldest are available in a variety of forms (W.W. Norton & Co., 1997).
(some for free online at Websites like the one run by Project Guten-
burg). Annotations follow most of the entries, but are omitted in cases This fascinating book establishes a link between the political success of
where the subject of the book is explicitly clear from the title (e.g., nations and the agricultural resources available to them. Must reading for
Life in a Medieval Village). Nation Building campaign development and adventures.
The Bible (various editions and publishers, public domain). Eco, Umberto: Foucault’s Pendulum (Harcourt, Brace, Jovanovich, 1989).
Far more than just religious canon, this book contains information on This (presumable) work of fiction is a veritable primer on conspiracy
all sorts of subjects related to Nation Building, including raising troops, theories and secret societies.
warfare with neighboring states, and the rise and fall of kings. The New Encyclopedia Britannica, Eleventh Edition (1910-11).
International Version is recommended for those who actually want to
understand most of what they are reading. This edition is one of two that has scholarly standing, the other being
Boucher, Francois: 20000 Years of Fashion (Harry M. Abrams, 1987) the third Edition. The treatment of states, provinces, and cities in the
Brodie, Bernard and Fawn M.: From Crossbow to H-Bomb (various work provides not only a template for the would-be Nation Builder to
publishers). use in constructing his fantasy realm(s), but also provides much informa-
tion regarding resources and trade. This is an invaluable resource for the
A history of the development of weapons and their effects on military serious creator.
strategy. Follet, Ken: Pillars of the Earth (William Morrow and Co., 1989).
Brooks, Terry, Varhola, Michael, et al: The Writer’s Complete Fantasy
Reference (Writer’s Digest, 1998). This historical novel chronicles the decades-long construction of a great
Gothic cathedral.
Created with prospective fantasy writers in mind, this book is just
Nation builder 138
Frazer, Sir James George: The Golden Bough (MacMillan Publishing Co., appendices
1922, various other publishers, public domain). Knorr, Paul O., et al: Tests of Skill (Skirmisher Publishing, 2004).
This comprehensive work is considered by many to be a definitive This innovative d20 campaign setting and adventure pack discusses
overview of the origins of magic, the principals governing it, and its role the uneasy interactions between various states and political leaders and
in society and the nation. includes a number of quests that can be as easily overcome with wits as
with weapons.
Gies, Frances and Joseph: Cathedral, Forge, and Waterwheel: Technology L’Amour, Louis: The Walking Drum (various publishers).
and Invention in the Middle Ages (HarperCollins Publishers, 1994). Immensely famous for his multitude of western novels, L’Amour never-
Gies, Frances and Joseph: Life in a Medieval City (Harper & Row, 1969).
theless turned out an excellent period adventure set across the length and
breadth of 12th-century Europe.
Gies, Frances and Joseph: Life in a Medieval Village (HarperCollins Leiber, Fritz: Swords and Deviltry, Swords in the Mist, et al (various
Publishers, 1990). publishers).
Gies, Joseph: Life in a Medieval Castle (Harper Colophon Books, 1979).
Gorsline, Douglas: What People Wore: 1,800 Illustrations from Ancient This dark, funny, exceptionally well-written low-fantasy series chroni-
Times to the Early Twentieth Century (Dover Publications Inc., 1994). cles the seedy exploits of Fafhrd and the Gray Mouser, a pair of rogues,
Gygax, Gary, et al: Gygaxian Fantasy Worlds (Troll Lord Games, mercenaries, and ne’er-do-well adventurers.
2002-2004). Machiavelli, Niccolo: The Prince, The Art of War (various publishers,
public domain).
Each of the various books in this d20 series—including The Canting
Crew, World Builder, Living Fantasy, and Insidiae—effectively explores a This ultra-pragmatic—some would say cynical—Renaissance-era anal-
different facet of campaign development. ysis of power and politics is a how-to manual for the leaders of nations.
Gygax, Gary: Keep on the Borderlands (TSR, 1980). Machiavelli’s Art of War discusses the attributes of various sorts of
military forces, and their commanders, and describes how to establish
This classic Basic Dungeons & Dragons adventure is still a detailed yet them for Republican citystates.
compact model of both a dungeon ecosystem and how various groups of Manchester, William: A World Lit Only By Fire: The Medieval Mind and
humans, humanoids, and monsters interact with each other. the Renaissance—Portrait of an Age (various publishers).
Gygax, Luke, et al: The Lost City of Gaxmoor (Troll Lord Games, 2002).
This wide-ranging book is an accessible view of the social and political
This d20 system adventure includes an in-depth description of a fantasy transition from the late Middle Ages to the Renaissance.
city with a Roman cultural influence. Masters, John: The Deceivers (various publishers).
Heilbroner, Robert L.: The Making of Economic Society (various publish-
ers). This exceptionally well-written historical novel describes a British
intelligence agent’s successful infiltration of the Thuggee cult in 19th
A brief review of economic history from the ancient premarket econ- century India (and in the process, illustrates some of the vicissitudes
omy to modern capitalism. suffered by a foreign occupational government) and also details a secret
Hesiod: Theogeny, The Works and Days (various publishers). society.
Mitchell, Bruce: An Invitation to Old English and Anglo-Saxon England
These Classical Greek texts examine, respectively, the history of the (Blackwell Publishers, 1994).
gods and the role of common folk in the nation.
Ostensibly a primer on the Old English Language, this volume is filled
with digestible tidbits about life in the Dark Ages.
Hobbes, Thomas: Leviathan (various publishers, public domain). Moorcock, Michael: Swords Trilogy, Chronicles of Corum, et al (various
This 17th century treatise is considered to be the foundation of political publishers).
science. Many of the fantasy novels by Michael Moorcock involve vivid con-
Howard, Robert E.: Conan series, et al. (various publishers). flicts between opposing nations, highlighted—especially in Knight of the
Swords, Queen of the Swords, and King of the Swords—by notable
In many ways, Howard is the quintessential swords-and-sorcery author, combat scenes, among them some that include cohorts of sentient beasts.
and any of his Conan stories –especially “The Hyborean Age”—is appro- More, Thomas, Sir, Saint: Utopia (various publishers, public domain).
priate inspiration for a fantasy adventure. His other heroes include Puritan
vampire hunter Solomon Kane and Pictish king Bran Mac Morn. This Renaissance-era book describes its author’s concept of the ideal
Hutchinson, Gillian: Medieval Ships and Shipping (Leicester University state, which he presents as an island nation in the Atlantic.
Press, 1997). Norman, John: Tarnsman of Gor, Outlaw of Gor, et al (various publishers).
Keegan, John: The Face of Battle (various publishers).
Largely unknown to the newest generation of gamers, the somewhat-
This gritty look at the horrors of life and death on historical battlefields seedy series of 26 pulp fantasy Gor books—written from 1967 to
is must reading for anyone who would try to describe or depict a battle 2002—contain, among other things, detailed scenes of aerial and ship-to-
in their game. ship combat.
Keen, Maurice: Medieval Warfare: A History (Oxford University Press, Oakeshott, R. Ewart: The Archaeology of Weapons (Dover Publications,
1999). 1996 reprint of a 1960 work).
The Koran (various publishers, public domain).
This minor and largely overlooked classic traces the development of
In addition to being an epic work of religious literature, this book also weapons in Europe, from the prehistoric bronze age arms to those of the
depicts the establishment and spread of a theocratic state. High Middle Ages.
Oman, Sir C.W.C: A History of the Art of War in the Middle Ages, two
volumes (various publishers)
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Gary Gygax’s Nation Builder non-player character class in great detail and organizes it into Craftsman,
Oman, Sir C.W.C: A History of the Art of War in the Sixteenth Century Entertainer, Professional, Scholar, Tradesman metaclasses.
(various publishers)
Payne-Gallwey, Ralph: The Book of the Crossbow (Dover Publications, Varhola, Michael, Knorr, Paul, and Gygax, Luke: Warriors (Skirmisher
1995 reprint of a 1903 work). Publishing, 2003).
This exceptionally detailed book includes a section on siege weaponry. This d20 book is, among other things, a manual for creating a wide
Piper, H. Beam: Lord Kalvan of Otherwhen (various publishers). variety of different soldier types, such as cavalrymen and infantrymen,
along with “realistic” fantasy combatants like aerial cavalrymen and beast
Originally published in serial form in Analog magazine in 1964, this riders.
alternate earth adventure focuses on a modern human who is flung into a Viollet-Le-Duc, Eugene-Emmanuel: Military Architecture (various pub-
fantasy world where kingship can be his reward for defeating a tyrant. lishers)
Plato: The Republic (various publishers, public domain). Waltari, Mika: The Wanderer and The Adventurer (Putnam Publishing
Proust, Marcel: In Search of Lost Time, aka, Remembrance of Things Past Group, 1950 and 1951).
(various editions and publishers).
In these sweeping, epic, historic novels, Waltari follows a hapless hero
This immense work’s Volume 3: “The Guermantes Way,” is especially through nearly every major military conflict in Europe in the early 1600s
useful for information about aristocrats, nobility, and royalty. Note, how- and, eventually, into life as a slave in the Ottoman Empire. They contain
ever, that every part of this book is a tough read, and not for the intellectu- some truly excellent examples of low-level espionage and effectively
ally lazy. convey the general feeling of a man caught up in time of incredible
Racinet, Auguste: Racinet’s Full-Color Pictorial History of Western Cos- religious turmoil. Top-notch historical fiction as well as highly acidic
tume (With 92 Plates Showing Over 950 Authentic Costumes from the black comedy.
Middle Ages to 1800) (Dover Publications Inc., 1987). Warner, Philip: The Medieval Castle: Life in a Fortress in Peace and War
(Penguin Putnam reissue, 2002).
The Ramayana (various publishers). Wells, H.G.: A Modern Utopia, The Time Machine, The War of the
This epic sacred text of ancient India is purported to have a common Worlds, et al (various publishers, public domain).
ancestor with the Iliad, and readers of both will see the similarities. Gygax has commented that the various works of Wells—a genius who
Nonetheless, the Ramayana has its own flavor, with armies of monkeys dabbled in almost everything, including science fiction, history, and social
and bears marching against hordes of demons, and enchanted weapons commentary—influenced his development of the Dungeons & Dragons
wielded in the hands of superhuman heroes. fantasy roleplaying game.
Smith, Adam: The Wealth of Nations (various publishers, public domain). Wells, H.G.: Little Wars (Skirmisher Publishing, 2004).
Fully titled An Inquiry Into and Causes of the Wealth of Nations, this This historic reprint of a classic wargaming text includes a foreword by
18th century text is the foundation of modern economics. Gary Gygax that discusses its influence on his development of both the
Sun Tzu: The Art of War (various publishers, public domain). Chainmail miniatures rules and Dungeons & Dragons.
Wyse, Elizabeth, et al (editors): Past Worlds: The Times Atlas of Archae-
This how-to manual for rulers discusses the relationship between war- ology. London, 1988, Times Books Limited.
fare and the nation. Every military commander should have a copy of it in
his saddlebag. This overview of human history is full of maps, illustrations, and
Toqueville, Alexis de: Democracy in America (various publishers, public photographs. It also includes a detailed timeline that stretches from 5
domain). million B.C. to 1969 and is divided into five major geographical regions,
Europe, Africa, West Asia & South Asia, East Asia & Oceania, and the
Originally published in the 1830s, this is an astute look at the evolution New World. If you had to pick a single reference work to draw upon to
and workings of a nation and its various components. inspire Nation Building adventures, this one would be a good bet.
Tolkien, J.R.R.: The Silmarillion, The Lord of the Rings, et al (various
publishers).
This “bible” of Middle Earth begins with the creation of the world and
includes the ascendancy and decline of its great peoples, nations, heroes,
and villains. Appendix A to the Lord of the Rings, “Annals of the Kings
and Rulers,” is especially useful to anyone interested in Nation Building.
Unstead, R.J. A Castle (See Inside) (Kingfisher Books, 1986).
This beautifully illustrated book includes detailed cutaway pictures that
show the inner workings of a variety of Medieval defensive fortifications.
Vance, Jack: The Dying Earth, et al (various publishers, originally 1964).
Amoral rogues, neurotic wizards, and indistinct lines between heroes
and villains are the hallmarks of Vance’s various “Dying Earth” novels
and stories, set in a far-flung future where the extinguishing of the sun is
believed to be imminent.
Varhola, Michael, Knorr, Paul, Gygax, Gary: Experts (Skirmisher Publish-
ing, 2002).
Strongly influenced by many of the concepts originally presented in the
1st Edition Dungeon Master’s Guide, this d20 book examines the Expert
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